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Re: NEW STEAM: Failure on detecting round, how do YOU do it?
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I do think that HLTV would need to know about round starts even if there are no players in the game - no? |
Re: NEW STEAM: Failure on detecting round, how do YOU do it?
If you're looking for round events try looking in pfnAlertMessage.
The at_logged event should have something like... "world" triggered "Round_Start", ect. Unfortunately, the site that hosted information about logs and the standard format is gone so I'm going by memory on this. |
Re: NEW STEAM: Failure on detecting round, how do YOU do it?
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L 01/01/2004 - 01:25:55: World triggered "Round_Start" You can also look for this one: L 01/01/2004 - 01:25:55: World triggered "Game_Commencing" and this L 01/01/2004 - 01:26:21: World triggered "Round_End" Thanks Lazy for this idea :) |
Re: NEW STEAM: Failure on detecting round, how do YOU do it?
It works ! I side with this method too.
If you're interested I have updated my PMTools plugin to make it hook pfnAlertMessage()s and send them directly on the listenserver's HUD. |
Re: NEW STEAM: Failure on detecting round, how do YOU do it?
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Re: NEW STEAM: Failure on detecting round, how do YOU do it?
That's funny, I always thought that you're aware of this message and simply don't reply upon it because of some timing issues :-)
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Re: NEW STEAM: Failure on detecting round, how do YOU do it?
Bah! I'm back with the HLTV method. Take a look at this test log.
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00:42:00 2004 :: World triggered "Round_End" This may work fine for other people, but it is no good to me as I need to know exactly when a round really starts. *edit* Quote:
*edit* FYI: the Round_End message gets sent only when a round times out. It will not get sent if the round is cut short by other means. |
Re: NEW STEAM: Failure on detecting round, how do YOU do it?
The Round_Start message is send when the "freezetime" is over? In that case you could use for other purposes :-)
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Re: NEW STEAM: Failure on detecting round, how do YOU do it?
OK, I've finally settled on a solution that works great for me. For those who are interested, I've done the following:
1. Hook onto pfnServerActivate. This tells me when a new round has starting after a map load. I set a bool flag indicating that a round is just about to start: RoundStart = true; 2. Hook onto message "HLTV". If the two bytes in the message are both zero, then this tells me a round has just started. RoundStart = true; Note: This message is sent ONLY after a round is ended and at the same time the new round has started - there's no delay between the message and the start of the new round. It will get sent no matter how the round has been ended, and not just when the round times out. 3. Optional: Hook onto pfnStartFrame Code:
If (RoundStart) |
Re: NEW STEAM: Failure on detecting round, how do YOU do it?
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Cool! Botmesiter, you said: "Hook onto message "HLTV". If the two bytes in the message are both zero, " Could you please post some sample code on how to do this? Thanks... |
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