[ANY] Class Backend
2 Attachment(s)
Cool! How does this work?
This reads SMC (KeyValue) files in your SourceMod/ClassManager directory and stores the data in tries. Everything in Path_SM/configs/ClassManager/ALoad/ loads first, and regardless of the map. Everything in Path_SM/configs/ClassManager loads second, and dependent on the prefix of the map. For example, if the map is de_dust, you could have a file called de_dust.cfg, de_du.txt, and de_.ur all providing different user classes. It doesn't matter what the file extension is. Provided it's a valid KV file, all should go well. I have nothing to interface with this. What will this do for me? Think of it as a fuel-powered Lawn mower without fuel. I want to write a plugin that uses this. Awesome! Take a look at the include. If I end up having to make API changes, they will not break compatibility with your plugin. I have an issue with the backend! >:O Well that sucks. Post whatever it is in the thread. Your include file is a bit bonkers... Yeah, I know. If you have any suggestions, or if you want to clean it up. By all means please do. Credits Psychonic - Putting up with my constant questions Berni/Graczu - Took a look at their map config implementations. dvander/Greyscale/javalia/MatthiasVance/Seta00/rhelgeby - Looking at my old structure and or providing helpful comments (<Seta00> trie harder). |
Re: [ANY] Class Backend
Uhm, what could i use this for? Imagine i'd wanted to switch to this backend to handle the player classes in smconquest - would i get any advantages?
Lot's of love <3 |
Re: [ANY] Class Backend
Quote:
Hope that helped :P |
Re: [ANY] Class Backend
i don't really get what this does currently =D
what's up with that map<->playerclass relation? or let's start earlier: what's a playerclass? a trie storing custom information saved in a keyvalues file? that doesn't seem very specific to a playerclass (as in 'soldier', 'demoman', 'common infected', 'uberzombie' etc) to me - and then i'd rather use a function like Trie_LoadFromKeyvalues() and Trie_SaveAsKeyValues(). I'd even less make them dependent on a specific map. Please elaborate a bit more, as i'm suspecting i've completely missed the point of this ;) |
All times are GMT -4. The time now is 08:22. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.