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New postPosted: 2008-06-08, 8:12 pm 
   Post subject: EventScripts 2.1.0.307 OrangeBox Public Beta (Old OB games)

EventScripts for TF2 (and OrangeBox) has been through a Private Beta. I thought we'd open it to the public.

Updated: You can also try the new Orange Box beta releases with TF2: viewtopic.php?f=90&t=38821

Updated: Get the packages below, but you'll also need this patch for the latest TF2 games:
viewtopic.php?p=312476#p312476

Updated:
  • Added Linux build. These builds should work for any Orange Box game including TF2 (by default) or DOD:S (by changing the VDF).
  • To update to the latest popuplib, see this post for instructions.
IMPORTANT: If you use GameServers for your hosting site, their folder structure causes problems. See Known_Issues#GameServers.com_is_broken.

Feature-wise the build for Orange Box is essentially the same as EventScripts 2.0. OB has a few special changes in it that will affect scripts you write, though. It also opens a few new doors. See those below, too.

General enhancements in EventScripts for Orangebox games:

New Python CommandProxy class to roughly replace es.server.cmd:
  • es.server.changelevel("ctf_2fort")
  • es.server.quit()
  • es.server.es_dbgmsg(0, "Hello")
Added es.EntityProp() for faster lookups of serverclass properties:
New commands in EventScripts 2.1.0.281:

Respawn players
  • es_spawnplayer <userid>
  • es.spawnplayer(userid)
Create entities (non-hack version)
  • es_createentity <entityname> [targetname]
  • es.createentity(entityname, targetname='')
Spawn entities (usually you want to create them first with es_createentity)
  • es_spawnentity <index>
  • es.spawnentity(index)
Query entity keyvalues (spawnflags, origin, etc)
  • es_entitygetvalue <var> <index> <valuename>
  • es.entitygetvalue(index, valuename)
Set entity keyvalues
  • es_entitysetvalue <index> <valuename> <value>
  • es.entitysetvalue(index, valuename, value)
Set the entity's targetname (i.e. a name to be used by es_fire)
  • es_setentityname <index> <name>
  • es.setentityname(index, name)
Updated Python libraries:
    playerlib - oy9j
    settinglib - oy2a

Other changes:
  • Moved most standard Python libraries into addons\eventscripts\_engines\python\Lib.zip (to reduce the number of individual .py files uploaded during ES2 install)


Attachments:
mattie_eventscripts_ob_210-281.zip [9.83 MiB]
Downloaded 6320 times


Last edited by Mattie on 2009-10-31, 9:28 am, edited 5 times in total.
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New postPosted: 2008-06-08, 8:44 pm 

First w00t to public release! xD

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New postPosted: 2008-06-08, 9:15 pm 

Sweetness, happy to see this released :)

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New postPosted: 2008-06-08, 9:19 pm 

Very nice Mattie. As usual you have done the incredible.

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New postPosted: 2008-06-09, 2:15 am 

Nice one :) glad it's finally out there :D

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New postPosted: 2008-06-09, 3:00 am 

Finally!


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New postPosted: 2008-06-09, 6:59 am 

Hmm can't find it :P, but will this version work with other source games than orangebox?


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New postPosted: 2008-06-09, 7:55 am 

thekiller wrote:
Hmm can't find it :P, but will this version work with other source games than orangebox?
Nope, this is for Orange Box engine and will not work on other versions of Source engine, the other being Half-Life 2: Episode 1 engine which is currently used by for example Counter-Strike: Source.


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New postPosted: 2008-06-09, 7:59 am 

I give you a half woot (which rounds up to a woot, lol :D) because the linux version isn't out yet :(

Hopefully it comes soon :)

but anyway, a tf2 release is cool ;)

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New postPosted: 2008-06-09, 8:00 am 

Yeh the lack of Linux support is frustrating. Valve really need to get sorted! :P

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New postPosted: 2008-06-09, 10:25 am 

Wooo glad it's finally out.. Now I can run TF2 on my gameserver at home ;) ... I didn't know spawnplayer was in the orange box engine o.0 nice...

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New postPosted: 2008-06-09, 10:56 am 

Nice release, Mattie :)


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New postPosted: 2008-06-09, 12:40 pm 

Cool!
There are a lot of new and helpful commands!

W00t for 2.1 :)

~ Chris

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New postPosted: 2008-06-09, 7:42 pm 

Awesome work... Now if only we can convince Microsoft to drop the licensing costs for Windows to the price of something like say CentOS then we may finally have a peace of something.... er... wait... no we will still have... something... yeah, that's it. I think the chances of Valve getting their act together on Linux may have the same likely-hood. We should just fire up the old infinite improbability drive and wish for the best... Thanks Mattie and the rest.

Oh my, valve released an update.

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New postPosted: 2008-06-10, 6:52 am 

+WOOT:D :D I've been waiting for this so long.Can't wait to play around (Superdave I does your extended events work?)


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New postPosted: 2008-06-10, 1:23 pm 

I Have a question: Will the commands which are to fast (like es.fire) be fixed?

~ Chris

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New postPosted: 2008-06-10, 2:31 pm 

I think the idea is to use:
PYTHON:
    es.server.es_fire(...)

This method should be more stable than the es.server.cmd equivalent.

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New postPosted: 2008-06-10, 3:17 pm 

Chrisber wrote:
I Have a question: Will the commands which are to fast (like es.fire) be fixed?

~ Chris


Actually, es.fire() should work more like its es_fire counterpart now. Give it a shot and let me know your experiences.

-Mattie


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