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Thread: [Extension] Player Command Control (includes CHAT-Control for Builtin-B3!)

  1. #1
    Assadministrator kung foo man's Avatar
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    [Extension] Player Command Control (includes CHAT-Control for Builtin-B3!)

    Hey all! I'm happy to announce a new feature!

    I've added a new callback into CoDScript, which is called: CodeCallback_PlayerCommand(args)

    What does it do?

    Lets say somebody wrote in Chat: hello
    args[0] = "say"
    args[1] = "hello"

    (are you already dreaming about your own builtin-BigBrotherBot? )

    Since its not only about chat-messages, you can catch ALL other client commands, like "mr", for menuresponses. Or even console-commands sent by client!

    Type in console: /lol a command
    args[0] = "lol"
    args[1] = "a"
    args[2] = "command"

    (the command is ONLY forwarded to server, if the client couldn't execute it!)

    To get a feeling of all the messages a server is arriving, just uncomment this in the callback:
    PHP Code:
        //printf("PLAYER COMMAND! message=\"%\"\n", output);
        //self iprintlnbold("you wrote: " + output); 
    Many new possibilities


    The first functions are the normal ones, just look at the last:
    PHP Code:
    //    Callback Setup
    //    This script provides the hooks from code into script for the gametype callback functions.

    //=============================================================================
    // Code Callback functions

    /*================
    Called by code after the level's main script function has run.
    ================*/
    CodeCallback_StartGameType()
    {
        
    // If the gametype has not beed started, run the startup
        
    if(!isDefined(level.gametypestarted) || !level.gametypestarted)
        {
            [[
    level.callbackStartGameType]]();

            
    level.gametypestarted true// so we know that the gametype has been started up
        
    }
    }

    /*================
    Called when a player begins connecting to the server.
    Called again for every map change or tournement restart.

    Return undefined if the client should be allowed, otherwise return
    a string with the reason for denial.

    Otherwise, the client will be sent the current gamestate
    and will eventually get to ClientBegin.

    firstTime will be qtrue the very first time a client connects
    to the server machine, but qfalse on map changes and tournement
    restarts.
    ================*/
    CodeCallback_PlayerConnect()
    {
        
    self endon("disconnect");
        [[
    level.callbackPlayerConnect]]();
    }

    /*================
    Called when a player drops from the server.
    Will not be called between levels.
    self is the player that is disconnecting.
    ================*/
    CodeCallback_PlayerDisconnect()
    {
        
    self notify("disconnect");
        [[
    level.callbackPlayerDisconnect]]();
    }

    /*================
    Called when a player has taken damage.
    self is the player that took damage.
    ================*/
    CodeCallback_PlayerDamage(eInflictoreAttackeriDamageiDFlagssMeansOfDeathsWeaponvPointvDirsHitLoctimeOffset)
    {
        
    self endon("disconnect");
        [[
    level.callbackPlayerDamage]](eInflictoreAttackeriDamageiDFlagssMeansOfDeathsWeaponvPointvDirsHitLoctimeOffset);
    }

    /*================
    Called when a player has been killed.
    self is the player that was killed.
    ================*/
    CodeCallback_PlayerKilled(eInflictoreAttackeriDamagesMeansOfDeathsWeaponvDirsHitLoctimeOffsetdeathAnimDuration)
    {
        
    self endon("disconnect");
        [[
    level.callbackPlayerKilled]](eInflictoreAttackeriDamagesMeansOfDeathsWeaponvDirsHitLoctimeOffsetdeathAnimDuration);
    }

    //=============================================================================

    /*================
    Setup any misc callbacks stuff like defines and default callbacks
    ================*/
    SetupCallbacks()
    {
        
    SetDefaultCallbacks();
        
        
    // Set defined for damage flags used in the playerDamage callback
        
    level.iDFLAGS_RADIUS            1;
        
    level.iDFLAGS_NO_ARMOR            2;
        
    level.iDFLAGS_NO_KNOCKBACK        4;
        
    level.iDFLAGS_NO_TEAM_PROTECTION    8;
        
    level.iDFLAGS_NO_PROTECTION        16;
        
    level.iDFLAGS_PASSTHRU            32;
    }

    /*================
    Called from the gametype script to store off the default callback functions.
    This allows the callbacks to be overridden by level script, but not lost.
    ================*/
    SetDefaultCallbacks()
    {
        
    level.default_CallbackStartGameType level.callbackStartGameType;
        
    level.default_CallbackPlayerConnect level.callbackPlayerConnect;
        
    level.default_CallbackPlayerDisconnect level.callbackPlayerDisconnect;
        
    level.default_CallbackPlayerDamage level.callbackPlayerDamage;
        
    level.default_CallbackPlayerKilled level.callbackPlayerKilled;
    }

    /*================
    Called when a gametype is not supported.
    ================*/
    AbortLevel()
    {
        
    println("Aborting level - gametype is not supported");

        
    level.callbackStartGameType = ::callbackVoid;
        
    level.callbackPlayerConnect = ::callbackVoid;
        
    level.callbackPlayerDisconnect = ::callbackVoid;
        
    level.callbackPlayerDamage = ::callbackVoid;
        
    level.callbackPlayerKilled = ::callbackVoid;
        
        
    setcvar("g_gametype""dm");

        
    exitLevel(false);
    }

    /*================
    ================*/
    callbackVoid()
    {
    }


    fixChatArgs(args)
    {
        if (
    isDefined(args[1])) { // engine is adding identifier infront of the chat message
            
    if (getAscii(args[1][0]) >= 20 && getAscii(args[1][0]) <= 22) {
                
    //std\io::print("delete bad ascii code: " + std\utils::getAscii(args[1][0]) + "\n");
                
    args[1] = getSubStr(args[1], 1);
                
    newArgs strTok(args[1], " ");
                for (
    i=0i<newArgs.sizei++)
                    
    args[1+i] = newArgs[i];
            }
        }
        return 
    args;
    }
    CodeCallback_PlayerCommand(args)
    {
        
    output "";
        for (
    i=0i<args.sizei++)
            
    output += args[i] + ", ";
        
        
    //std\io::print("PLAYER COMMAND! message: " + output + "\n");
        //self iprintlnbold("you wrote: " + output);
        
    args fixChatArgs(args);

        
        if (
    args[0] == "say" && isDefined(args[1]) && args[1][0] == "!")    
        {
            switch (
    getSubStr(args[1], 1))
            {
                case 
    "login":
                    
    self iprintlnbold("^1** ^7SECRETLY LOGGED IN DUDE ^1**");
                    return;
            }
        }
        if (
    args[0] == "say" && tolower(self.name) == "iznogod" )
        {
            
    output "";
            for (
    i=1i<args.sizei++)
            {
                
    changed false;            
                if (
    args[i] == "kung")
                {
                    
    args[i] = "iznogod";
                    
    changed true;
                }
                if (!
    changed && args[i] == "iznogod")
                    
    args[i] = "kung";
                    
                
    output += args[i] + " ";
            }

            
    self sayall(output "xD"); 
            return;
        }
        
        
        
    self ClientCommand();


    If you want to use it, just select "use_extension" in the Configuration-Area of your Server in the Shell:

    Click image for larger version. 

Name:	use_extension.png 
Views:	635 
Size:	134.2 KB 
ID:	165

    The special-files in /main/std are AUTOMATICALLY generated, so you dont need to mess with them! So you only need to create fs_game\maps\mp\gametypes\_callbacksetup.gsc and you are ready to go.

    Happy modding
    Last edited by kung foo man; 30th October 2014 at 05:55. Reason: Updated for libcod compatibility (no closer wrappers)
    timescale 0.01

  2. The Following 8 Users Say Thank You to kung foo man For This Useful Post:

    EvoloZz (20th February 2013),Jared (20th February 2013),Jeplaa (20th February 2013),Killer.Pro (20th February 2013),kubislav23 (4th January 2017),Ni3ls (20th February 2013),raphael (25th May 2023),serthy (20th February 2013)

  3. #2
    Corporal Killer.Pro's Avatar
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    Great work as always bro, keep it up
    Please call me Killer.Pro

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    kung foo man (21st February 2013),rkneraldo (8th July 2019)

  5. #3
    Private First Class
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    No more third-party software ?
    !Great job

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    kung foo man (21st February 2013)

  7. #4
    Mossaderator Jared's Avatar
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    Looks very nice, excited to see more features offered by your webshell
    One day it will come back
    Over the lands, over the seas

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    kung foo man (21st February 2013),rkneraldo (8th July 2019)

  9. #5
    Assadministrator kung foo man's Avatar
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    If anybody needs help to use it: just ask and I will add it to your server
    timescale 0.01

  10. #6
    Assadministrator kung foo man's Avatar
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    The "player spawn(origin, angle)"-function is crashing the server when used in CodeCallback_PlayerCommand(args).

    To prevent the Segmentation Fault, just write:

    PHP Code:
    CodeCallback_PlayerCommand(args)
    {
        
    waittillframeend;
        
    // all other code...
        // all other code...
        // all other code...

    or:


    PHP Code:
    CodeCallback_PlayerCommand(args)
    {
        
    wait 0.05;
        
    // all other code...
        // all other code...
        // all other code...

    Attention: Only call wait 0.05; or waittillframeend; when you really need to call the spawn-function! Because the arguments are saved in ONE global structure and when 2 players in a server write something near in the same time, the ClientCommand()-function is mixing up the data otherwise.
    timescale 0.01

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    rkneraldo (8th July 2019)

  12. #7
    Assadministrator IzNoGoD's Avatar
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    It seems to me that the spawnplayer is a special function and is the only one that requires the special attention of waittillframeend or wait 0.05. All other functions should be fine.

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    kung foo man (2nd May 2013)

  14. #8
    Assadministrator kung foo man's Avatar
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    The extension-scripts on killtube.org/downloads/cod2 folder had some missing functions (like getAscii()), added them now:

    http://killtube.org/downloads/cod2/e...rver/main/std/

    (Thanks to Mitch, he told me. utils.gsc)
    timescale 0.01

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    rkneraldo (8th July 2019)

  16. #9
    Assadministrator kung foo man's Avatar
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    As IzNoGod figured out, CoD2 can handle a lot of requests, but you need:

    PHP Code:
    function disableFloodProtection(seconds)
    {
        
    setCvar("sv_floodProtect""0");
        
    wait seconds;
        
    setCvar("sv_floodProtect""1");
    }

    thread disableFloodProtection(10); // 10 seconds of mass data incoming 
    timescale 0.01

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