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ET Pro 3.2.2 beta test release 3 + serverside-mod support
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jarppa



Joined: 03 Nov 2004
Posts: 14

PostPosted: Thu Nov 17, 2005 7:34 am    Post subject: Reply with quote

Hi, this all sounds great. But as I'm a noob with these kind of thing, I would like to know if this could be used for granting private slot automaticly based on players GUID? And could someone give me an advice how to do it?
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Deus



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Thu Nov 17, 2005 8:24 am    Post subject: Reply with quote

jarppa wrote:
Hi, this all sounds great. But as I'm a noob with these kind of thing, I would like to know if this could be used for granting private slot automaticly based on players GUID? And could someone give me an advice how to do it?


I guess not. cause for using private slots you need the sv_privatepassword. and if the server is full you cannot connect to submit your guid.
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Rookie One



Joined: 02 Nov 2005
Posts: 28
Location: Ruda Slaska, Poland

PostPosted: Thu Nov 17, 2005 1:29 pm    Post subject: Reply with quote

Deus is right.

Now I ran into a little problem. I've got a script that replies to players' chat. It works perfectly apart from one thing - the replies appear before what the player actually typed. I understand it's because the reply is sent before et_ClientSay callback returns. I have come up with 2 ideas:
1. Put my script's chat into a global table, hook up the et_RunFrame function, process the table the next frame and send the replies.
2. Learn how to use Lua coroutines and use them instead.
Which way should I choose? Or is there another one?
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Thu Nov 17, 2005 1:38 pm    Post subject: Reply with quote

Dues and Rookie One are right, the engine handles private slots, so you aren't going likely to be able to put people in them from gamecode. By the time you get the connect callback, they already have their slot.

You could implement your own reserved slot system, which reserved a certain number of normal slots for your special players. That of course would be a fair bit of work, and could still be ugly in the end.

FWIW, I'm working on a much more general version of the autoref thing, which will hopefully be simpler for end users to customize.
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Deus



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Thu Nov 17, 2005 1:50 pm    Post subject: Reply with quote

Rookie One wrote:
I've got a script that replies to players' chat. It works perfectly apart from one thing - the replies appear before what the player actually typed. I understand it's because the reply is sent before et_ClientSay callback returns. I have come up with 2 ideas:
1. Put my script's chat into a global table, hook up the et_RunFrame function, process the table the next frame and send the replies.
2. Learn how to use Lua coroutines and use them instead.
Which way should I choose? Or is there another one?


do the intercepted chat manually
Code:
et.G_Say( clientNum, mode, text )

then do the reply
Code:
et.G_Say( clientNum, mode, text )
and then
Code:
return 0
to keep the original chat intercepted.
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Rookie One



Joined: 02 Nov 2005
Posts: 28
Location: Ruda Slaska, Poland

PostPosted: Thu Nov 17, 2005 2:16 pm    Post subject: Reply with quote

Hmm... Yeah, that's a good idea. Very Happy
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jarppa



Joined: 03 Nov 2004
Posts: 14

PostPosted: Thu Nov 17, 2005 10:40 pm    Post subject: Reply with quote

reyalP wrote:
Dues and Rookie One are right, the engine handles private slots, so you aren't going likely to be able to put people in them from gamecode. By the time you get the connect callback, they already have their slot.

You could implement your own reserved slot system, which reserved a certain number of normal slots for your special players. That of course would be a fair bit of work, and could still be ugly in the end.

FWIW, I'm working on a much more general version of the autoref thing, which will hopefully be simpler for end users to customize.


Okay, thanks guys. Then I need to develope some crappy cron/sh/perl script for my purpose. Or do you know if I could find from somewhere, "private" user management tool for ET?
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bani
Site Admin


Joined: 21 Jul 2002
Posts: 3685

PostPosted: Fri Nov 18, 2005 12:32 am    Post subject: Reply with quote

etpro-lua-5 released

  • trap_SetUserinfo and Info_SetValueForKey bug fixes
  • mods can now intercept all clientcommands (eg callvote, vsay, etc)
  • et_Obituary added
  • gentity_get returns nil on invalid entities/clients.
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Rookie One



Joined: 02 Nov 2005
Posts: 28
Location: Ruda Slaska, Poland

PostPosted: Fri Nov 18, 2005 5:45 am    Post subject: Reply with quote

Yay! I am a banana!

bowing
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Sun Nov 20, 2005 3:19 am    Post subject: Reply with quote

sess.sessionTeam ?
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Rookie One



Joined: 02 Nov 2005
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Location: Ruda Slaska, Poland

PostPosted: Mon Nov 21, 2005 11:00 am    Post subject: Reply with quote

reyalP wrote:
sess.sessionTeam ?

F1!
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