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Plugin Info:     Modification:          Category:          Approver:   Hawk552 (427)
ts2do
Senior Member
Join Date: Mar 2004
Old 08-01-2007 , 21:29   KeyValue Event Manager
Reply With Quote #1

This plugin can serve other plugins by working as an engine to inform plugins of KeyValue changes to an entity. It can highly compress the amount of code for a plugin and can serve multiple plugins. If this plugin needs to be added for another plugin's functionality, this plugin should be added at the end of plugins.ini. To author a plugin under this engine, kve.inc must be saved to ..\amxmodx\scripting\includes\

Code:
// entity_callback(const szValue[], entid, kvdid) // worldspawn_callback(bKeyExists, const szValue[]) native register_keyvalue(szClassName[32], szKeyName[64], szFunction[32]);
Example:
Code:
#include <amxmodx> #include <kve> ... public plugin_precache() {     register_keyvalue("worldspawn", "skyname", "handle_worldspawn_skyname");     register_keyvalue("game_score", "points", "handle_game_score_points"); } public handle_worldspawn_skyname(bKeyExists, const szValue[]) {     ... } public handle_game_score_points(const szValue[], entid, kvdid) {     // Within here, you can change the key or value using fakemeta's set_kvd     ... } ...

Known Issues:
  • Maps stored in a game's GCF do not get their worldspawn keyvalue events triggered. To fix this problem, simply extract all of the BSP files inside the game's GCF to the game's maps folder.

Plugins:
Attached Files
File Type: sma Get Plugin or Get Source (kve.sma - 3877 views - 3.4 KB)
File Type: inc kve.inc (271 Bytes, 1716 views)

Last edited by ts2do; 09-02-2007 at 12:29.
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