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[Tutorial] Usermessages : list, ussage, bitbuffer structure


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psychonic

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Join Date: May 2008
Old 03-23-2009 , 09:38   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #21

Quote:
Originally Posted by SAMURAI16 View Post
that's sending a message, not hooking
I was getting the impression that he was hooking it to figure out how it works because his plugin that sends was not working
Quote:
Originally Posted by CrimsonGT
I have another plugin that uses SayText2 but when I use it, nothing prints to chat.
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CrimsonGT
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Join Date: Oct 2007
Location: Gainesville, FL
Old 03-23-2009 , 09:38   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #22

Thanks Samurai,

and yeah, im not actually trying to find the SayText2 stuff, I just tested to see if my hooks were actually working which apparently they arent. (I hooked all of the TF2 usermessages) and I just tried out saytext and saytext2 and neither one worked so im a bit confused as to why the hooks arent being called on them when they are obviously being used.
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Dragonshadow
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Join Date: Jun 2008
Old 08-14-2009 , 09:54   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #23

Quote:
Originally Posted by p3tsin View Post
It seems even CSS never fires that usermessage. You can do the progress bar with these 2 netprops though

Code:
CCSPlayer::m_iProgressBarDuration (byte)
CCSPlayer::m_flProgressBarStartTime (float)
Set starttime to GetGameTime() and duration to number of seconds you want it to last. Apparently you gotta reset the value of m_iProgressBarDuration to 0 manually when the time has ran out.
I know this is an old thread, but is there anything like this in tf2?
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Wazz
SourceMod Donor
Join Date: Mar 2009
Old 08-14-2009 , 20:33   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #24

Your only chance is the using the developers commentary. I have no further help I can give though, good luck
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flud
Senior Member
Join Date: Jun 2009
Location: Latvija
Old 04-29-2010 , 20:21   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #25

any chance to see some example for l4d2 ?
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KawMAN
SourceMod Donor
Join Date: Sep 2007
Location: Cracov
Old 05-01-2010 , 11:22   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #26

This can be useful
PHP Code:
decl String:strRest[256]="";
decl String:strRestc[256]="";
new 
curbyte;
while(
BfGetNumBytesLeft(hBitBuffer))
{
    
curbyte BfReadByte(hBitBuffer);
    
Format(strRestsizeof(strRest), "%s%d"strRestcurbyte);
    
Format(strRestcsizeof(strRestc), "%s%c"strRestccurbyte);
}
PrintToServer("USERMSGHOOK: %s "strRest);
PrintToServer("USERMSGHOOK: %s "strRestc); 
also Name Change Message Block if
PHP Code:
public OnPluginStart()
{    
    
HookUserMessage(GetUserMessageId("SayText2"), UserMessageHooktrue);
}

public 
Action:UserMessageHook(UserMsg:MsgIdHandle:hBitBuffer, const iPlayers[], iNumPlayersbool:bReliablebool:bInit)
{
    
decl String:strMessage[256]="";

    
// Skip the first two bytes
    
BfReadByte(hBitBuffer);
    
BfReadByte(hBitBuffer);
    
    
// Read the message
    
BfReadString(hBitBufferstrMessagesizeof(strMessage), true);
    
//Next BfReadString is prev name, next is current name (changed to)
    
    //#Cstrike_Name_Change
    
if (StrEqual(strMessage"#Cstrike_Name_Change")) 
    {

        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;

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Last edited by KawMAN; 05-01-2010 at 11:36.
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Soldier.Zi
Junior Member
Join Date: Feb 2014
Old 05-23-2022 , 16:58   Re: [Tutorial] Usermessages : list, ussage, bitbuffer structure
Reply With Quote #27

Sorry for refreshing so old thread, but i want to ask where I can find list of all user messages for CS:GO?
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