[SNIPPET] Fire Entity Input (ent_fire alternative)
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Hello,
I've started on some of my own mapping projects for Source, some of the functionality of these maps require SourceMod to trigger map entities, all of which is already possible to an extent. SourceMod cannot trigger any non-networkable entities, these would be: logic_relay, logic_timer, etc... Previously I've been using this plugin to enable use of ent_fire. This works perfectly, but has a few complications. (Resetting cvars, rcon access) So here I am, sharing two things: a snippet and an example plugin. PHP Code:
Specifying a classname would trigger all entities with that classname. Non-networkable entities work too! As for the plugin: Usage: sm_entfire - Same functionality as ent_fire. Enjoy! |
Re: [SNIPPET] Fire Entity Input (ent_fire alternative)
Ok, so, in L4D2, music is a client sided only entity, meaning it is not networked, would this in theory mean that if we know when a music starts we can, for example, cancel it?
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Re: [SNIPPET] Fire Entity Input (ent_fire alternative)
Quote:
Although you'll need to know the name of the entity that's playing the music. |
Re: [SNIPPET] Fire Entity Input (ent_fire alternative)
Please use:
RequestFrame EntRefs Kill, instead of RemoveEdict Since you're already using outputs, just add the kill input to that. |
Re: [SNIPPET] Fire Entity Input (ent_fire alternative)
PHP Code:
Here's 2 old stocks I have and a rewrite of your thing. PHP Code:
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Re: [SNIPPET] Fire Entity Input (ent_fire alternative)
Pfft, I'm still learning.
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Re: [SNIPPET] Fire Entity Input (ent_fire alternative)
Code:
FireEntityInput(char[] strTargetname, char[] strInput, char[] strParameter = "", float flDelay = 0.0) |
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