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Events?!!?


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Obbin
Senior Member
Join Date: Mar 2005
Location: 192.168.1.3
Old 08-21-2005 , 14:24   Events?!!?
Reply With Quote #1

i dont really get this width events! (I have readed the doc)

If i want to start a function every time a player respawns, dissconnects and connects, how do i do?
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DahVid
Senior Member
Join Date: Jun 2005
Old 08-21-2005 , 14:27  
Reply With Quote #2

public client_spawn()
{
Shit
}

public client_connect()
{
Shit
}

public client_disconnect()
{
Shit
}

public client_putinserver() //happens when they are actually IN the server.
{
Shit
}
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Obbin
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Join Date: Mar 2005
Location: 192.168.1.3
Old 08-21-2005 , 14:57  
Reply With Quote #3

THX that worked!
+1karma for you

but how to start an function every new round
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xeroblood
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Join Date: Mar 2004
Location: Toronto, Canada
Old 08-21-2005 , 15:11  
Reply With Quote #4

Code:
#include <amxmodx> public plugin_init() {     register_logevent( "Event_RoundStart", 2, "0=World triggered", "1=Round_Start" );     register_logevent( "Event_RoundEnd",   2, "0=World triggered", "1=Round_End" ); } public Event_RoundStart() {     // Do Stuff..     return PLUGIN_CONTINUE; } public Event_RoundEnd() {     // Do Stuff..     return PLUGIN_CONTINUE; }
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XxAvalanchexX
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Join Date: Oct 2004
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Old 08-21-2005 , 15:14  
Reply With Quote #5

Hmm, client_spawn is in ns.inc -- it would be better put to use in amxmodx.inc
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xeroblood
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Old 08-21-2005 , 15:32  
Reply With Quote #6

I would have to agree with you on that Avalanche! I just looked and I coulda swore I'd seen it in another include before, but I couldn't find it! Very weird I must say!
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 08-22-2005 , 04:53  
Reply With Quote #7

Different mods have different spawn catches.
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xeroblood
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Old 08-22-2005 , 11:52  
Reply With Quote #8

Obviously..
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algee2005
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Join Date: Jul 2005
Location: Germany
Old 08-22-2005 , 14:08  
Reply With Quote #9

when im not mistaken, spawning in cs is done via an event called ResetHud or something like this, i think i have seen it in wc3xp mod...
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XxAvalanchexX
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Join Date: Oct 2004
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Old 08-22-2005 , 15:17  
Reply With Quote #10

Quote:
Originally Posted by Twilight Suzuka
Different mods have different spawn catches.
client_spawn just checks when the deadflag goes from something above 0 to 0, which I suppose could be done without a module, but it would be simpler to put it in the default amxmodx module as a forward.
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