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SendProxy Manager


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mcpan313
Senior Member
Join Date: Mar 2010
Old 04-17-2012 , 11:11   Re: SendProxy Manager
Reply With Quote #1

server carsh!

code:
PHP Code:
#pragma semicolon 1
#include <sourcemod>
#include <sendproxy>

public OnPluginStart()
{
    
RegConsoleCmd("test"test);
}

public 
Action:test(clientargs)
{
    
SendProxy_Hook(client"m_hActiveWeapon"Prop_IntProxyCallback);
    return 
Plugin_Handled;
}

public 
Action:ProxyCallback(entity, const String:propname[], &iValueelement)
{
    
PrintToChatAll("%s:%d"propnameiValue);
    return 
Plugin_Continue;

PHP Code:
version
Version 2.1.0.2 
(left4dead2)
Network Version 2.0.4.2
Exe build
16:00:11 Dec  6 2011 (4777) (550)
plugin_print 
Loaded plugins
:
---------------------
0:    "Metamod:Source 1.9.0-dev"
---------------------
sm version
 SourceMod Version Information
:
    
SourceMod Version1.4.2
    SourcePawn Engine
SourcePawn 1.1jit-x86 (build 1.4.2)
    
SourcePawn APIv1 4v2 3
    Compiled on
Apr 13 2012 17:55:57
    Build ID
3465:0026e1394254
    http
://www.sourcemod.net/
meta version
Metamod
:Source version 1.9.0-dev
Build ID
777:62e002cdecdb-dev
Loaded 
As: Valve Server Plugin
Compiled on
Mar 21 2012
Plugin 
interface version15:14
SourceHook version
5:5
http
://www.metamodsource.net/
sm exts list
[
SMDisplaying 7 extensions:
[
01Automatic Updater (1.4.2): Updates SourceMod gamedata files
[02Webternet (1.4.2): Extension for interacting with URLs
[03Left 4 Downtown 2 Extension (0.5.3): Downtown1's extension to perform useful L4D1/L4D2 calls
[04] BinTools (1.4.2): Low-level C/C++ Calling API
[05] SendProxy Manager (1.1.2): Change stuff without actually changing stuff!
[06] Top Menus (1.4.2): Creates sorted nested menus
[07] SDK Tools (1.4.2): Source SDK Tools 
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sorry, for my poor english.
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 04-17-2012 , 21:32   Re: SendProxy Manager
Reply With Quote #2

Quote:
] version
Version 2.1.0.2
(left4dead2)


I haven't compiled this for Left4dead2 yet. The SDK is probably different from orangeboxvalve with regard to sendproxies.
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GNCMatt
Member
Join Date: Apr 2009
Old 07-05-2012 , 16:57   Re: SendProxy Manager
Reply With Quote #3

Is this ext still working? Or does it require an update after the tf2 update?
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 07-05-2012 , 17:07   Re: SendProxy Manager
Reply With Quote #4

Still works as far as I know. I haven't heard anything about it being broken.
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GNCMatt
Member
Join Date: Apr 2009
Old 07-07-2012 , 11:12   Re: SendProxy Manager
Reply With Quote #5

I had to write it out of my plugins, wasn't working anymore.
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 07-07-2012 , 15:37   Re: SendProxy Manager
Reply With Quote #6

Gamedata needed to be updated. You can download the whole package again or you can change the offsets for UpdateOnRemove to:
Windows: 104
Linux: 105
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tigerox
AlliedModders Donor
Join Date: Oct 2008
Location: Canada
Old 08-01-2012 , 20:01   Re: SendProxy Manager
Reply With Quote #7

This does not have any effect on 'm_CollisionGroup', any idea how to get it working?


PHP Code:
public Action:EventPlayerTeam(Handle:event, const String:name[], bool:dontBroadcast)
{
    new 
client GetClientOfUserId(GetEventInt(event"userid"));
    
    if ((
client && client <= MaxClients) && IsClientInGame(client) && GetEventInt(event"team") > 1)
    {
        
SendProxy_Hook(client"m_CollisionGroup"Prop_IntProxyCallback);
    }
}

public 
Action:ProxyCallback(entityString:propname[], &iValueelement)
{
    
iValue 2;
    
    return 
Plugin_Changed;

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Afronanny
Veteran Member
Join Date: Aug 2009
Old 08-01-2012 , 20:23   Re: SendProxy Manager
Reply With Quote #8

Quote:
Originally Posted by tigerox View Post
This does not have any effect on 'm_CollisionGroup', any idea how to get it working?


PHP Code:
public Action:EventPlayerTeam(Handle:event, const String:name[], bool:dontBroadcast)
{
    new 
client GetClientOfUserId(GetEventInt(event"userid"));
    
    if ((
client && client <= MaxClients) && IsClientInGame(client) && GetEventInt(event"team") > 1)
    {
        
SendProxy_Hook(client"m_CollisionGroup"Prop_IntProxyCallback);
    }
}

public 
Action:ProxyCallback(entityString:propname[], &iValueelement)
{
    
iValue 2;
    
    return 
Plugin_Changed;

Any errors? Also what are you trying to do? Maybe there's another way.
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tigerox
AlliedModders Donor
Join Date: Oct 2008
Location: Canada
Old 08-03-2012 , 02:18   Re: SendProxy Manager
Reply With Quote #9

There are no errors, it just has no effect. This should unblock all players so that they do not collied with each other.

I know there is another way, I just wanted to see if it could be done using SendProxy Manager, it theory it should work.
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Last edited by tigerox; 08-03-2012 at 02:18.
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 08-03-2012 , 02:53   Re: SendProxy Manager
Reply With Quote #10

Quote:
Originally Posted by tigerox View Post
There are no errors, it just has no effect. This should unblock all players so that they do not collied with each other.
All you were doing was making the clients think that players shouldn't be colliding. The server decides which players actually collide in the end. Use SetEntProp if you want to change it on the server.
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