What is a SourceMod extension? A SourceMod extension is a more powerful type of plugin. What does the Empires extension do? Adds the following target groups @spec - Spectators @mspec - All spectators, excluding the admin who is running the command @nf - Northern Faction @mnf - All Northern Faction players, excluding the admin who is running the command @be - Brenodi Empire @mbe All Brenodi Empire players, excluding the admin who is running the command To install, extract the attached zip file to empires/addons/sourcemod/extensions. There is no Linux binary at this time. You can get the source from SVN.
lol is he aware you are speaking on his behalf? edit: what's a behalf anyway, i know what it means because of movies etc but what is the word
That's a very good question blizzerd. I don't really know. It's kind of a word that's only used in a saying, "their behalf" Sort of like, in their stead?
"on behalf of" and "in behalf of" have similar and distnct meanings, and are the only two presently used idioms that make use of the word "behalf". Each has a slightly different meaning. "on behalf of" would be the meaning used here, which means in someone's stead, or as an agent acting as with the person's interests. "in behalf of" is slightly different, it is used to say that you are acting not necessarily with the person's approval or knowledge, but for their benefit. I speak in Recon's behalf, make this official pl0x ^_^
It's not. SourceMod doesn't provide a spectator target group. It's up for inclusion in SourceMod, but I'm not sure how long it's going to take to make it into their SCM. I was told that EmpiresMod would not officially support an admin modification, so... If that's changing, how about including the SM gamedata files as well? For future reference, the next person who tries to speak on my behalf gets permad. j/k
Well, I want to create an API to Empires-specific stuff for plugin developers. I'd prefer upstream inclusion for gamedata files but not the extension.
You should talk to Brutos and bug him to bind more things to Lua. Lua is supported on the server-side. There'll be no need to use SM or even worse, C++ server plugins.
I don't want anyone to port anything from SM to Lua. If you want to use SM then you're on your own because this whole thing is extremely hacky. As far as I remember you don't even have access to variables that are not in send tables. Also that SM devs can't write low-level code. (LTCG) Second option is C++ interface for server plugins. That's not efficient. Third option is Lua. Bindings have to be made but that's it.
Why isn't a cpp interface not efficient? Metamod:Source and a cleaned version of our headers. Hmm... Lua to SM binding... Hack hack hack