Re: [hlcoders] Using c_baseplayer in a server plugin
Jeffrey \botman\ Broome wrote: Gooseman should have used the entvars_t 'team' variable for teams in Counter-Strike, but he didn't do this. Instead he decided to add the team to the CBasePlayer class (I presume), making it inaccessible to metamod plugin authors. Just because coders should do something a certain way, doesn't mean they are going to. =) He he, agreed. I had to hold back from saying Mod authors should NOT change the CBaseEntity/Player class but instead *derive* from it the whole time while following this discussion. Wer can wish for it all we want, it's no use. If they can change the base class, they will, because it is the easiest thing to do. It sucks, but that is just how it is in reality. =) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
Yea, I just I'm jumping the gun. I didn't get in the HL seen until about 1-2 years ago so I wasn't around when the HL1SDK was released. I guess you could consider me a *noob* in that respect. I'm just worried I won't be able to do certain things. No rush... Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin Sent: Thursday, December 09, 2004 10:26 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Using c_baseplayer in a server plugin Josh, Give it time, seems like the current release(s) are still quite a work in progress. Remember the hl1 sdk didn't exactly appear in it's near final form for quite some time after the game was released. We all had dreams..and expectations of getting a really good sdk release prior to launch ( a year ago for that matter) but things just didn't work out that way. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Josh Sent: Thursday, December 09, 2004 7:57 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Using c_baseplayer in a server plugin Everything that botman just said is needed A LOT Also, being able to send messages to clients that create effects, such as messages that were in the const.h in HL1. I see these exist in the te_*.cpp files, but it's not possible for us to use. It just seems like our capabilities are SEVERLY limited in the HL2SDK vs. HL1SDK. A lot of functionality has been removed. Yes I realize they are different, but I just assumed the same functionality that was given with metamod would have been included in HL2, if not more. My dreams of creating a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything w/changing entities, creating effects, etc.. etc.. Also a function that would be GREAT Is a function that is called BEFORE the engine processes the damage, so we can modify the damage w/o having to change the user's health directly. So lets say I shoot someone with an M4 and it does 30 damage, I want to change it to 40 before it is processed and the client's health is changed. Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Possibly with generic methods so the interface does cover mod specific properties. Something in the lines of SetInt(char *propertieName, int value) and so on... On Thu, 2004-12-09 at 16:24 -0600, Jeffrey botman Broome wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
--- Jeffrey \botman\ Broome [EMAIL PROTECTED] wrote: But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntity, CBasePlayer, etc. classes and add/remove member variables or functions without your knowledge. You will assume you know what is contained within these classes when in fact, you do not. This is what Alfred mentioned just a few posts ago about making your server plugin fragile. You are tring to do something which you should not be doing. :) But shouldn't the mod authors be extended those classes rather than modifying them directly? And if they do that will just mean we would have to recode our server plugins. = Nick ___ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Nicholas Rhead wrote: But shouldn't the mod authors be extended those classes rather than modifying them directly? And if they do that will just mean we would have to recode our server plugins. If you expose code to MOD authors, you can bet that some of them will change it. Gooseman should have used the entvars_t 'team' variable for teams in Counter-Strike, but he didn't do this. Instead he decided to add the team to the CBasePlayer class (I presume), making it inaccessible to metamod plugin authors. Just because coders should do something a certain way, doesn't mean they are going to. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. If I am not mistaken, the C_Whatever classes are client-side versions of the CWhatever classes on the server. Member variables that need to be replicated between CWhatever on the server and C_Whatever on the client are indicated by CNetworkVar, so that this replication happens automagically. You shouldn't be trying to access anything from C_Whatever in a server plugin (since the server plugin is running on the server). You should be trying to access the CWhatever server-side version of these classes. But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntity, CBasePlayer, etc. classes and add/remove member variables or functions without your knowledge. You will assume you know what is contained within these classes when in fact, you do not. This is what Alfred mentioned just a few posts ago about making your server plugin fragile. You are tring to do something which you should not be doing. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
c_baseplayer is the client version of cbaseplayer, there's no reason that you would want to have it's functions run on the server. From: Josh [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: [hlcoders] Using c_baseplayer in a server plugin Date: Thu, 9 Dec 2004 11:16:58 -0500 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
CBaseEntity too? That wouldnt be nice, because some functions are only accessible through this class. To valve: will we get updated headers, when CBaseEntity will be changed in the future? Greets Ronny But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntity, CBasePlayer, etc. classes and add/remove member variables or functions without your knowledge. You will assume you know what is contained within these classes when in fact, you do not. This is what Alfred mentioned just a few posts ago about making your server plugin fragile. You are tring to do something which you should not be doing. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
Yes, we can (and probably will) update it class definition. We may even have different versions between our own internally released games. Assuming its definition matches the SDK is dangerous. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Thursday, December 09, 2004 11:05 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Using c_baseplayer in a server plugin CBaseEntity too? That wouldnt be nice, because some functions are only accessible through this class. To valve: will we get updated headers, when CBaseEntity will be changed in the future? Greets Ronny But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntity, CBasePlayer, etc. classes and add/remove member variables or functions without your knowledge. You will assume you know what is contained within these classes when in fact, you do not. This is what Alfred mentioned just a few posts ago about making your server plugin fragile. You are tring to do something which you should not be doing. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be able to use. An additional call to interfaceFactory with that interface version could get you the interface you need to call that function. And then once you have a CBaseEntity, you can do what you please. However this goes back to the point made before where the implementation might change and you can't rely on it. However there is no useful interface equivalent for entities, so worse come to worst you simply rebuild the plug-in come an update to the base entity. On Thu, 09 Dec 2004 15:29:40 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
However this goes back to the point made before where the implementation might change and you can't rely on it. However there is no useful interface equivalent for entities, so worse come to worst you simply rebuild the plug-in come an update to the base entity. No. CBaseEntity can be changed by the mod's server.dll. So in the worst case every mod has a different data structure for CBaseEntity and your plugin needs a different version of its code to access CBaseEntity for each mod. You can't even count on recompiling to fix compatibility for more than a single mod. You really want to access through something like IServerEntity, or some other interface that the mod implements but can't change. That way you insulate your plugin from changes to each mod's code. You're compatible at the binary level, not at the source level. The same thing is true of user messages. There's no guarantee that each mod implements them the same way. The packets could be different in each mod. You'd be better off using an interface that allows the plugin to ask the mod's server.dll to send the message. HL2DM and CS:S are similar enough right now, but if you want your server plugins to continue to work as numerous third party mods appear, you shouldn't rely on the layout of things that aren't versioned/controlled with interfaces. Things will probably diverge pretty quickly. You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
The new interface system is an easy way in handling, but it seems, there are much lesser functions that we can use than in HL1. All what I can do is the usual boring stuff: show some text messages and emit sounds (must be luck that this wasnt ripped out too...). All the cool stuff like create new entities and spawn them, alter entities in any way you like, isnt working. Thats really bad :\ Greets Ronny Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
It will not work. You will get into a linker hell if you try. :( Skyler York wrote: Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be able to use. An additional call to interfaceFactory with that interface version could get you the interface you need to call that function. And then once you have a CBaseEntity, you can do what you please. However this goes back to the point made before where the implementation might change and you can't rely on it. However there is no useful interface equivalent for entities, so worse come to worst you simply rebuild the plug-in come an update to the base entity. On Thu, 09 Dec 2004 15:29:40 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
I got it working, but it would be a pain, if they change the class in the future. Better forget to try it... Greets Ronny It will not work. You will get into a linker hell if you try. :( Skyler York wrote: Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be able to use. An additional call to interfaceFactory with that interface version could get you the interface you need to call that function. And then once you have a CBaseEntity, you can do what you please. However this goes back to the point made before where the implementation might change and you can't rely on it. However there is no useful interface equivalent for entities, so worse come to worst you simply rebuild the plug-in come an update to the base entity. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
I need :) - Set/Get players origin - Set/Get players velocity - create, spawn + alter entities (models, sizes, etc) - if user messages could change: add functions to get rid of UserMessageBegin etc - TakeDamage (+/-) - weapon access It would be nice if we had a place to add our wishes. Greets Ronny You really want to access through something like IServerEntity, or some other interface that the mod implements but can't change. That way you insulate your plugin from changes to each mod's code. You're compatible at the binary level, not at the source level. The same thing is true of user messages. There's no guarantee that each mod implements them the same way. The packets could be different in each mod. You'd be better off using an interface that allows the plugin to ask the mod's server.dll to send the message. HL2DM and CS:S are similar enough right now, but if you want your server plugins to continue to work as numerous third party mods appear, you shouldn't rely on the layout of things that aren't versioned/controlled with interfaces. Things will probably diverge pretty quickly. You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
Ronny's list looks like a good start to me, too. -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Thursday, December 09, 2004 2:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Using c_baseplayer in a server plugin I need :) - Set/Get players origin - Set/Get players velocity - create, spawn + alter entities (models, sizes, etc) - if user messages could change: add functions to get rid of UserMessageBegin etc - TakeDamage (+/-) - weapon access It would be nice if we had a place to add our wishes. Greets Ronny You really want to access through something like IServerEntity, or some other interface that the mod implements but can't change. That way you insulate your plugin from changes to each mod's code. You're compatible at the binary level, not at the source level. The same thing is true of user messages. There's no guarantee that each mod implements them the same way. The packets could be different in each mod. You'd be better off using an interface that allows the plugin to ask the mod's server.dll to send the message. HL2DM and CS:S are similar enough right now, but if you want your server plugins to continue to work as numerous third party mods appear, you shouldn't rely on the layout of things that aren't versioned/controlled with interfaces. Things will probably diverge pretty quickly. You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
The whole metamod functionality would be a good beginning. Greets Ronny Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Well heh, not necessarily everything, but a nice start would be a basic interface for the common objects a plug-in would need access to - entities, players, weapons, etc. Obviously what we consider common is subjective but I think we can all agree on entities and players for starters. Things that control position, velocity, angles, health, armor, etc. I don't imagine it would be too much of a burden on mod authors to stub out anything they don't use, the idea being that the common functionality is used more often than it is not not. On Thu, 09 Dec 2004 16:24:31 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Jeffrey botman Broome wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) No, seriously, stuff from the old entvars_t structure would be nice... string_tclassname; vec3_t origin; vec3_t velocity; vec3_t angles; // Model angles vec3_t avelocity; // angle velocity (degrees per second) vec3_t punchangle; // auto-decaying view angle adjustment vec3_t v_angle;// Viewing angle (player only) int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity int modelindex; string_tmodel; int viewmodel; // player's viewmodel int weaponmodel;// what other players see vec3_t absmin; // BB max translated to world coord vec3_t absmax; // BB max translated to world coord vec3_t mins; // local BB min vec3_t maxs; // local BB max vec3_t size; // maxs - mins int movetype; int solid; int skin; int body; // sub-model selection for studiomodels float gravity;// % of normal gravity float friction; // inverse elasticity of MOVETYPE_BOUNCE // animation stuff (optional?) int sequence; // animation sequence int gaitsequence; // movement animation sequence for player (0 for none) float frame; // % playback position in animation sequences (0..255) float animtime; // world time when frame was set float framerate; // animation playback rate (-8x to 8x) bytecontroller[4]; // bone controller setting (0..255) byteblending[2];// blending amount between sub-sequences (0..255) // render effects (would be nice to do glowshell on people! he-he) int rendermode; float renderamt; vec3_t rendercolor; int renderfx; float health; float frags; int weapons; // bit mask for available weapons float takedamage; int deadflag; vec3_t view_ofs; // eye position int spawnflags; int flags; float max_health; float armortype; float armorvalue; int waterlevel; int watertype; string_tnetname; float maxspeed; float fov; int oldbuttons; Some of these are already implemented via interfaces, but I didn't want to take the time to go through and weed out the ones that were already available. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
Everything that botman just said is needed A LOT Also, being able to send messages to clients that create effects, such as messages that were in the const.h in HL1. I see these exist in the te_*.cpp files, but it's not possible for us to use. It just seems like our capabilities are SEVERLY limited in the HL2SDK vs. HL1SDK. A lot of functionality has been removed. Yes I realize they are different, but I just assumed the same functionality that was given with metamod would have been included in HL2, if not more. My dreams of creating a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything w/changing entities, creating effects, etc.. etc.. Also a function that would be GREAT Is a function that is called BEFORE the engine processes the damage, so we can modify the damage w/o having to change the user's health directly. So lets say I shoot someone with an M4 and it does 30 damage, I want to change it to 40 before it is processed and the client's health is changed. Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
Josh, Give it time, seems like the current release(s) are still quite a work in progress. Remember the hl1 sdk didn't exactly appear in it's near final form for quite some time after the game was released. We all had dreams..and expectations of getting a really good sdk release prior to launch ( a year ago for that matter) but things just didn't work out that way. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Josh Sent: Thursday, December 09, 2004 7:57 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Using c_baseplayer in a server plugin Everything that botman just said is needed A LOT Also, being able to send messages to clients that create effects, such as messages that were in the const.h in HL1. I see these exist in the te_*.cpp files, but it's not possible for us to use. It just seems like our capabilities are SEVERLY limited in the HL2SDK vs. HL1SDK. A lot of functionality has been removed. Yes I realize they are different, but I just assumed the same functionality that was given with metamod would have been included in HL2, if not more. My dreams of creating a war3 MOD for CSS seem to be shattered b/c I cannot do much of anything w/changing entities, creating effects, etc.. etc.. Also a function that would be GREAT Is a function that is called BEFORE the engine processes the damage, so we can modify the damage w/o having to change the user's health directly. So lets say I shoot someone with an M4 and it does 30 damage, I want to change it to 40 before it is processed and the client's health is changed. Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders