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Bacardi
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Join Date: Jan 2010
Location: mom's basement
Old 04-17-2022 , 21:37   Re: [CS:GO|ANY?] Entity Inputs & Outputs (Forwards and Natives)
Reply With Quote #4

Quote:
Originally Posted by Ryan2 View Post
As someone who is sort of new to running CSGO servers can you give an example of what this is exactly used for? "Hook or get informations about entity inputs and outputs" is like another language to me.
Test plugin: entityIO-test.smx output of my example map, with func_button.
Code:
(func_button) Found "OnPressed" output for func_button.
(func_button) Output offset for OnPressed: 1136.
(func_button) Get all actions of OnPressed.
(func_button) Action: cam:Shatter:1:0.000000:-1 (Id: 176).
(func_button) Action: toggletexture:SetTextureIndex:1:0.000000:-1 (Id: 174).
(func_button) Action: clientcommand:Command:say asdsad:1.000000:-1 (Id: 173).
(func_button) Get all inputs.
(func_button) Input: Lock.
(func_button) Input: Unlock.
(func_button) Input: Press.
(func_button) Input: PressIn.
(func_button) Input: PressOut.
(func_button) Input: TeamNum.
(func_button) Input: SetTeam.
(func_button) Input: fademindist.
(func_button) Input: fademaxdist.
(func_button) Input: Kill.
(func_button) Input: KillHierarchy.
(func_button) Input: Use.
(func_button) Input: Alpha.
(func_button) Input: AlternativeSorting.
(func_button) Input: Color.
(func_button) Input: SetParent.
(func_button) Input: SetParentAttachment.
(func_button) Input: SetParentAttachmentMaintainOffset.
(func_button) Input: ClearParent.
(func_button) Input: SetLocalOrigin.
(func_button) Input: SetLocalAngles.
(func_button) Input: SetDamageFilter.
(func_button) Input: EnableDamageForces.
(func_button) Input: DisableDamageForces.
(func_button) Input: DispatchResponse.
(func_button) Input: AddContext.
(func_button) Input: RemoveContext.
(func_button) Input: ClearContext.
(func_button) Input: DisableShadow.
(func_button) Input: EnableShadow.
(func_button) Input: DisableDraw.
(func_button) Input: EnableDraw.
(func_button) Input: DisableReceivingFlashlight.
(func_button) Input: EnableReceivingFlashlight.
(func_button) Input: DisableDrawInFastReflection.
(func_button) Input: EnableDrawInFastReflection.
(func_button) Input: AddOutput.
(func_button) Input: FireUser1.
(func_button) Input: FireUser2.
(func_button) Input: FireUser3.
(func_button) Input: FireUser4.
(func_button) Input: RunScriptFile.
(func_button) Input: RunScriptCode.
(func_button) Input: CallScriptFunction.
(func_button) Get all outputs.
(func_button) Output: OnDamaged (Offset: 1112).
(func_button) Output: OnPressed (Offset: 1136).
(func_button) Output: OnUseLocked (Offset: 1160).
(func_button) Output: OnIn (Offset: 1184).
(func_button) Output: OnOut (Offset: 1208).
(func_button) Output: OnUser1 (Offset: 592).
(func_button) Output: OnUser2 (Offset: 616).
(func_button) Output: OnUser3 (Offset: 640).
(func_button) Output: OnUser4 (Offset: 664).

Maps can have a triggers, buttons, logics, etc. etc. which do some actions.
Those who want to know better how map works for example, could uncompile map and look through Hammer Editor.

But this plugin "extension" gives you opportunity to look entity information during game.

You create another plugin, using this plugin beside. Then you can deside what to do with those information or add/change entity output actions.


Those who want just play game then this is not for you.
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