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Sourcemod for Dota 2?


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LeoRicK
Junior Member
Join Date: Mar 2013
Location: Uzbekistan, Namangan
Old 03-25-2013 , 11:30   Re: Sourcemod for Dota 2?
#201

Cyborgmatt, thanks.
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Gbps
Junior Member
Join Date: Mar 2013
Old 03-25-2013 , 12:42   Re: Sourcemod for Dota 2?
#202

The function to set the team of a CDotaPlayer (CBaseEntity) is in vtable index 96. The signature is:

bool CDotaPlayer::SetTeam( int team );

Returns true if it could logically assign the player to the team.

Defaults to 0 DOTA_TEAM_NONE
DOTA_TEAM_SPECTATOR = 1
DOTA_TEAM_RADIANT = 2
DOTA_TEAM_DIRE = 3

Also, don't forget that the "spectate game" feature of the Dota client uses HLTV, not DOTA_TEAM_SPECTATOR.

Last edited by Gbps; 03-25-2013 at 12:46.
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psychonic

BAFFLED
Join Date: May 2008
Old 03-25-2013 , 12:43   Re: Sourcemod for Dota 2?
#203

Quote:
Originally Posted by Gbps View Post
The function to set the team of a CDotaPlayer (CBaseEntity) is in vtable index 96. The signature is:

bool CDotaPlayer::SetTeam( int team );

Returns true if it could logically assign the player to the team.

Defaults to 0 DOTA_TEAM_NONE
DOTA_TEAM_SPECTATOR = 1
DOTA_TEAM_RADIANT = 2
DOTA_TEAM_DIRE = 3

Also, don't forget that the "spectate game" feature of the Data client uses HLTV, not DOTA_TEAM_SPECTATOR.
That is the equivalent of calling SourceMod's ChangeClientTeam native.
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TsunamiNori
Junior Member
Join Date: Mar 2013
Old 03-25-2013 , 12:51   Re: Sourcemod for Dota 2?
#204

is LoD abilities picked public yet?

Last edited by TsunamiNori; 03-25-2013 at 12:51.
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Gbps
Junior Member
Join Date: Mar 2013
Old 03-25-2013 , 12:52   Re: Sourcemod for Dota 2?
#205

Quote:
Originally Posted by psychonic View Post
That is the equivalent of calling SourceMod's ChangeClientTeam native.
Ah, and so it is. Nice.
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ForsakenCheese
New Member
Join Date: Mar 2013
Old 03-25-2013 , 13:10   Re: Sourcemod for Dota 2?
#206

Sorry if this has been asked before, but I did some searching and was curious how to publicly open my server to other people?

I have all the ports forwarded correctly, and I'm able to connect to my server via Lan IP and localhost, but I'm curious if theres any server files I need to edit in order to let other people join my games?

+ip or -ip with my public ip used gives me a socket error and I'm unable to connect.

I realize this is a rudimentary networking basics question, but it's been awhile since I've played around with srcds files and I wasn't sure.
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Gbps
Junior Member
Join Date: Mar 2013
Old 03-25-2013 , 13:17   Re: Sourcemod for Dota 2?
#207

Quote:
Originally Posted by ForsakenCheese View Post
Sorry if this has been asked before, but I did some searching and was curious how to publicly open my server to other people?

I have all the ports forwarded correctly, and I'm able to connect to my server via Lan IP and your routercalhost, but I'm curious if theres any server files I need to edit in order to let other people join my games?

+ip or -ip with my public ip used gives me a socket error and I'm unable to connect.

I realize this is a rudimentary networking basics question, but it's been awhile since I've played around with srcds files and I wasn't sure.
If your ports are correctly forwarded and your firewall isn't blocking connections to your server, your clients should be able to connect through your public IP. Be sure to set up your server files to host off your private IP (usually 192.168.X.Y) and your router should identify incoming connections for the port and forward it to your private IP and to the server.

Last edited by Gbps; 03-25-2013 at 13:20.
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psychonic

BAFFLED
Join Date: May 2008
Old 03-25-2013 , 13:19   Re: Sourcemod for Dota 2?
#208

SRCDS hosting questions not specific to Dota are probably better left to the Source Servers (SRCDS) forum.
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Gbps
Junior Member
Join Date: Mar 2013
Old 03-25-2013 , 13:34   Re: Sourcemod for Dota 2?
#209

Does anyone know when the server knows when a client can accept CUserMsg_SayText2? ClientPutInServer is too early and doesn't show up in the chat box, but the client accepts it fine when a console command is used later.
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psychonic

BAFFLED
Join Date: May 2008
Old 03-25-2013 , 13:37   Re: Sourcemod for Dota 2?
#210

Quote:
Originally Posted by Gbps View Post
Does anyone know when the server knows when a client can accept CUserMsg_SayText2? ClientPutInServer is too early and doesn't show up in the chat box, but the client accepts it fine when a console command is used later.
If similar to other games, you might try listening for the player_spawn event, or worst case, just use a one-off timer in OnClientPutInServer although that's unreliable due to load times.
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