RE: [hlcoders] Server Plugins - Interfaces?

2005-01-11 Thread Spencer \voogru\ MacDonald
I issue a disconnect, and if they are still on the server 2.5/10th seconds
later I then issue a kick.

Why do I do this? Because I have my own custom way of displaying a useful
kick message. (Example: http://www.voogru.com/images/new_ban_message.jpg),
if I do a normal kick, they will get the useless Kicked by console message
and might miss my custom one.

One problem I had when making this work, is if you sent the custom message,
and immediately kicked them off the server, they wouldn't see the custom
message, I solved this by delaying the disconnect/kick for 1/10th of a
second.

It would be nice for valve to make a way to boot a player off the server
with a useful kick message that doesn't limit me to 5 characters, but I'd be
dreaming then.

- voogru.



-Original Message-
From: Christian Marschalek [mailto:[EMAIL PROTECTED]
Sent: Monday, January 10, 2005 10:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Server Plugins - Interfaces?

Hi everyone,

If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine interface
has a execute client method, but somehow executing a disconnect on a
client to kick him from a server does not feel right. I wonder if I have
access to the same methods that disconnect a user when I execute an rcon
kick command?

BTW: Does anyone know of a searchable archive of this list?

best regards,
Chris

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RE: [hlcoders] Server Plugins - Interfaces?

2005-01-11 Thread Spencer \voogru\ MacDonald
That's the command I use, its crap.

Try putting a message that says You have been banned from this server, it
might only show You have been been.. or so.

It wont display too long of a message, even when \n's are used.

I wish they would take out the Kicked by console: Reason: text, since it
would be nice to just allow the server plugin to have more room, but once
again I'm dreaming.

So I did it my own way and I'm quite happy with it :).

- voogru.

-Original Message-
From: Legshot [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 11, 2005 6:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Plugins - Interfaces?

Spencer voogru MacDonald schrieb:

 It would be nice for valve to make a way to boot a player off the server
 with a useful kick message that doesn't limit me to 5 characters, but I'd
be
 dreaming then.

It's probably not as nice as your richt textbox, but you could issue this
server
command:

kickid
  - Kick a player by userid or uniqueid, with a message.
Usage:  kickid  userid | uniqueid  { message }

Chris


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[hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Christian Marschalek
Hi everyone,

If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine interface
has a execute client method, but somehow executing a disconnect on a
client to kick him from a server does not feel right. I wonder if I have
access to the same methods that disconnect a user when I execute an rcon
kick command?

BTW: Does anyone know of a searchable archive of this list?

best regards,
Chris

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread jeff broome

 If I understood the server plugin example correctly, I can only access
 certain features through interfaces. Now I wonder if there's a list of
 interfaces I can use in a server plugin?

Here's some that I've tried (you'll need to include the appropriate .h
file yourself).  The commented ones definitely don't work...

enginetrace = (IEngineTrace*)interfaceFactory(INTERFACEVERSION_E
NGINETRACE_SERVER, NULL);
if ( !enginetrace )
Msg(PLUGIN: Unable to load enginetrace, ignoring\n);
else
Msg(PLUGIN: Loaded enginetrace\n);

gamedll = (IServerGameDLL*)gameServerFactory(INTERFACEVERSIO
N_SERVERGAMEDLL, NULL);
if ( !gamedll )
Msg(PLUGIN: Unable to load gamedll, ignoring\n);
else
Msg(PLUGIN: Loaded gamedll\n);

gameents = (IServerGameEnts*)gameServerFactory(INTERFACEVERSI
ON_SERVERGAMEENTS, NULL);
if ( !gameents )
Msg(PLUGIN: Unable to load gameents, ignoring\n);
else
Msg(PLUGIN: Loaded gameents\n);

gameclients = (IServerGameClients*)gameServerFactory(INTERFACEVE
RSION_SERVERGAMECLIENTS, NULL);
if ( !gameclients )
Msg(PLUGIN: Unable to load gameclients, ignoring\n);
else
Msg(PLUGIN: Loaded gameclients\n);

spatialpartition =
(ISpatialPartition*)interfaceFactory(INTERFACEVERS
ION_SPATIALPARTITION, NULL);
if ( !spatialpartition )
Msg(PLUGIN: Unable to load spatialpartition, ignoring\n);
else
Msg(PLUGIN: Loaded spatialpartition\n);

voiceserver = (IVoiceServer*)interfaceFactory(INTERFACEVERSION_V
OICESERVER, NULL);
if ( !voiceserver )
Msg(PLUGIN: Unable to load voiceserver, ignoring\n);
else
Msg(PLUGIN: Loaded voiceserver\n);

staticprops = (IStaticPropMgr*)interfaceFactory(INTERFACEVERSION
_STATICPROPMGR_SERVER, NULL);
if ( !staticprops )
Msg(PLUGIN: Unable to load staticprops, ignoring\n);
else
Msg(PLUGIN: Loaded staticprops\n);

//mapdata = (IMapData*)gameServerFactory(INTERFACEVERSION_MAPD  ATA, NULL);
//if ( !mapdata )
//Msg(PLUGIN: Unable to load mapdata, ignoring\n);
//else
//Msg(PLUGIN: Loaded mapdata\n);

//physics = (IPhysics*)gameServerFactory(VPHYSICS_INTERFACE_VE
RSION, NULL);
//if ( !physics )
//Msg(PLUGIN: Unable to load physics, ignoring\n);
//else
//Msg(PLUGIN: Loaded physics\n);

//physicscol = (IPhysicsCollision*)gameServerFactory(VPHYSICS_COL
LISION_INTERFACE_VERSION, NULL);
//if ( !physicscol )
//Msg(PLUGIN: Unable to load physicscol, ignoring\n);
//else
//Msg(PLUGIN: Loaded physicscol\n);

//physicssurfprop =
(IPhysicsSurfaceProps*)gameServerFactory(VPHYSICS_
SURFACEPROPS_INTERFACE_VERSION, NULL);
//if ( !physicssurfprop )
//Msg(PLUGIN: Unable to load physicssurfprop, ignoring\n);
//else
//Msg(PLUGIN: Loaded physicssurfprop\n);

enginesound = (IEngineSound*)interfaceFactory(IENGINESOUND_SERVE
R_INTERFACE_VERSION, NULL);
if ( !enginesound )
Msg(PLUGIN: Unable to load enginesound, ignoring\n);
else
Msg(PLUGIN: Loaded enginesound\n);

enginecache = (IVEngineCache*)interfaceFactory(VENGINE_CACHE_INT
ERFACE_VERSION, NULL);
if ( !enginecache )
Msg(PLUGIN: Unable to load enginecache, ignoring\n);
else
Msg(PLUGIN: Loaded enginecache\n);

modelinfo = (IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_I
NTERFACE_VERSION, NULL);
if ( !modelinfo )
Msg(PLUGIN: Unable to load modelinfo, ignoring\n);
else
Msg(PLUGIN: Loaded modelinfo\n);

 What I'm looking for especially is a good method of disconnecting a
 client. I know that the engine interface has a execute client method,
 but somehow executing a disconnect on a client to kick him from a
 server does not feel right. I wonder if I have access to the same
 methods that disconnect a user when I execute an rcon
 kick command?

Not, rcon kick, just issue the kick command as a Server Command
(using the player name or player index as the argument to kick).  Make
sure to put the \n newline at the end of the kick command.

 BTW: Does anyone know of a searchable archive of this list?

Try this...

http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/

Jeffrey botman Broome

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RE: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Karl \XP-Cagey\ Patrick
In response to your last question:

http://list.valvesoftware.com/mailman/private/hlcoders/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christian
Marschalek
Sent: Monday, January 10, 2005 7:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Server Plugins - Interfaces?

Hi everyone,

If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine interface
has a execute client method, but somehow executing a disconnect on a
client to kick him from a server does not feel right. I wonder if I have
access to the same methods that disconnect a user when I execute an rcon
kick command?

BTW: Does anyone know of a searchable archive of this list?

best regards,
Chris

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread jeff broome
[EMAIL PROTECTED] wrote:
 In response to your last question:

 http://list.valvesoftware.com/mailman/private/hlcoders/

The valvesoftware.com archive isn't searchable.

Jeffrey botman Broome

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Draco
And the one botman posted presents it in a better tree, sometimes the
mailman archive screws it up

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] Server Plugins - Interfaces?

2005-01-10 Thread Christian Marschalek
Hi Jeffrey,

First: thanks for your fast answer!

 Here's some that I've tried (you'll need to include the appropriate .h
 file yourself).  The commented ones definitely don't work...

That's what I was looking for and since valve has commected the code pretty
good I think I can handle it from here :)

 Not, rcon kick, just issue the kick command as a Server Command
 (using the player name or player index as the argument to kick).  Make
 sure to put the \n newline at the end of the kick command.

I'm not at home right now so I can't check the source, but I guess I can
issue server commands through a method of the engine interface?

 Try this...

 http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/

Yep that's what I need, now I won't be asking questions again that already
have been answered (hopefully;)

Thanks again,
Chris

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