GoldenEye: Source Forums
Debriefing => Questions, Help, & How To's => Topic started by: psychonic on February 24, 2009, 03:34:18 pm
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In the changelog for what's coming, I see this
Added HLStatsX server messages for player hurt and gun fired
Is this done through the "modevents", and if so, would a dev be able to post the modevents.res file from 3.1 or pm it to me so that I can start on a weapon_logging plugin for ges beta 3.1 now instead of waiting until it is able to be released?
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Hey psychonic! It's nice to see someone interested in adding GES capability in his software. Thanks a lot for that.
Yes this is done with modevents. The two new added events are as follow:
"player_hurt"
{
"userid" "local" // user ID who was hurt
"attacker" "local" // user ID who attacked
"weapon" "local" // weapon name attacker used
"health" "local" // health remaining
"armor" "local" // armor remaining
"damage" "local" // how much damage in this attack
"hitgroup" "local" // what hitgroup was hit
}
"player_shoot" // player shoot his weapon
{
"userid" "local" // user ID on server
"weapon" "local" // weapon name
"mode" "local" // weapon mode [0 normal, 1 aimed]
}
I would also suggest you to use, if possible, player_changeident (which is already in modevents in 3.01) to get a role page in HLX CE.
If you need any help, fire me a PM, might be able to help you :)
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Thank you for this, and I shall see about the roles.
For the weapon property on the above two events, will that be the same name the weapons have in the game logs?
Also, are you able to provide a list of possible values for the ident property on the player_changeident? (this will save me a little bit of time as I have to find them all to add to the system before they are recognized)
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For the weapon property on the above two events, will that be the same name the weapons have in the game logs?
This is what I have:
weapon_slappers
weapon_knife
weapon_knife_throwing
weapon_pp7
weapon_pp7_silenced
weapon_dd44
weapon_klobb
weapon_cmag
weapon_kf7
weapon_zmg
weapon_d5k
weapon_d5k_silenced
weapon_phantom
weapon_AR33
weapon_rcp90
weapon_shotgun
weapon_auto_shotgun
weapon_sniper_rifle
weapon_grenade
weapon_timedmine
weapon_proximitymine
weapon_remotemine
weapon_golden_gun
weapon_silver_pp7
weapon_golden_gun
Note: player_shoot is not triggered with mines (remote, prox, timed) grenades, slap, knifes (hunting/throwing).
Also, are you able to provide a list of possible values for the ident property on the player_changeident?
jaws // Jaws
bond // Bond
boris // Boris
Mayday // May Day
Mishkin // Mishkin
oddjob // Oddjob
ourumov // Ourumov
samedi // Samedi
valentin // Valentin
May Day and Miskin have cap, others not.
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On a somewhat similar note, while looking through weapon_sets_custom.txt, i saw the example weaponset as follows:
// "example"
// {
// "print_name" "Example Weapon Set"
// "weapons"
// {
// "1" "D5K"
// "2" "KLOBB"
// "3" "DD44"
// "4" "PP7"
// "5" "GRENADE_LAUNCHER"
// "6" "ROCKET_LAUNCHER"
// "7" "REMOTE_MINE"
// }
// }
REMOTE_MINE should be REMOTEMINE
Not a huge deal, but might confuse someone at some point ( almost confused me :P ).
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Great, thank you.
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Gigawatts, this is a known bug, and is fixed in 3.1. This has nothing to do with weapon logging though :P
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A little sidenote about the player_shoot message... I didn't fire this message on mine, nades, knifes, etc. because any successful strike with those would be factored into the player_killed message. Since I believe that you intend to use the player_shoot message as a simple accuracy counter then this will suffice quite well. If not, please let me know where else i should fire this message (and SOON).
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If not, please let me know where else i should fire this message (and SOON).
Nope, this is perfect. Thank you!
Though i do have a question about player_changeident. Is the playerid property userid? or clientid?
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userid as in 1 -> 32