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[REQ] Spawn Protection with limitations?


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[BSM] isuckatlinux
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Join Date: Oct 2008
Location: Georgia
Old 01-27-2009 , 02:20   Re: [REQ] Spawn Protection with limitations?
Reply With Quote #11

Quote:
Originally Posted by [BSM] isuckatlinux View Post
How would I figure this out?
Still waiting on instructions.
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CrimsonGT
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Old 01-27-2009 , 05:22   Re: [REQ] Spawn Protection with limitations?
Reply With Quote #12

Just look it up man, game events are .res files. I believe its modevents.res or gameevents.res or something. There are different events in each one.
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[BSM] isuckatlinux
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Old 01-27-2009 , 21:00   Re: [REQ] Spawn Protection with limitations?
Reply With Quote #13

Quote:
Originally Posted by CrimsonGT View Post
Just look it up man, game events are .res files. I believe its modevents.res or gameevents.res or something. There are different events in each one.
Here's my modevents.res:
Code:
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//=============================================================================

// No spaces in event names, max length 32
// All strings are case sensitive
//
// valid data key types are:
//   string : a zero terminated string
//   bool   : unsigned int, 1 bit
//   byte   : unsigned int, 8 bit
//   short  : signed int, 16 bit
//   long   : signed int, 32 bit
//   float  : float, 32 bit
//   local  : any data, but not networked to clients
//
// following key names are reserved:
//   local      : if set to 1, event is not networked to clients
//   unreliable : networked, but unreliable
//   suppress   : never fire this event
//   time    : firing server time
//   eventid    : holds the event ID

"modevents"
{
    "player_death"                // a game event, name may be 32 charaters long
    {
        "userid"    "short"       // user ID who died                
        "attacker"    "short"         // user ID who killed
        "weapon"    "string"     // weapon name killed used 
    }
}

I didn't see gameevents.res though
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CrimsonGT
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Old 01-27-2009 , 21:06   Re: [REQ] Spawn Protection with limitations?
Reply With Quote #14

It looks like HL2DM doesn't have a weapon shoot event, so theres not a decent way to find out when a player fires. TF2 has the same problem, but thankfully we have a custom hook made to check if a shot is critical, and since this is called on every shot, it can serve as a weapon fire event. AFAIK theres nothing like that for HL2DM.
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[BSM] isuckatlinux
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Old 01-27-2009 , 21:18   Re: [REQ] Spawn Protection with limitations?
Reply With Quote #15

Quote:
Originally Posted by CrimsonGT View Post
It looks like HL2DM doesn't have a weapon shoot event, so theres not a decent way to find out when a player fires. TF2 has the same problem, but thankfully we have a custom hook made to check if a shot is critical, and since this is called on every shot, it can serve as a weapon fire event. AFAIK theres nothing like that for HL2DM.
So what now?
lol
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CrimsonGT
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Old 01-27-2009 , 21:33   Re: [REQ] Spawn Protection with limitations?
Reply With Quote #16

Find another method if you really want it do this. Options are get someone to write an extention to create a hook when a player shoots. You could also check if they +attack1 button is pressed ongameframe() although not a very good method as it will up the CPU usage by a fair amount. Few other possibilites but none are as simple as using a game event.
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