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New postPosted: 2007-04-16, 8:23 pm 
   Post subject: EventScripts v1.5 - Official Release

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EventScripts v1.5 (formerly "Project Artichoke")

Download:
:arrow: http://mattie.info/downloads/mattie_eventscripts.zip

Special thanks!
    A very special thanks to the corelib and private beta teams who have pounded on this and added constant streams of functionality to corelib. This release wouldn't be worth much of anything if not for their contributions. Many, many thanks!
Backwards Compatibility
    As with every release, backwards compatibility is the #1 priority. All your old scripts should work great. This release has been thoroughly tested to ensure full backwards compatibility for the EventScripts engine back to EventScripts v0.4 from early 2005. The only exception noted thus far is the vote command (which now uses popup). See the Known Issues list for more information.

Feature summary:
  • Custom events: Scripts can now fire their own events which other scripts can use.
  • Admin list support: Now scripts can easily share the same admin list without having to create their own every time.
  • Rapid variable expansion: EventScripts now expands variables quicker with "es_" commands than "es es_x".
  • Script tracing: Scripters can now get clean output of each script line before it executes.
  • SQLite support: EventScripts now supports file and in-memory SQL databases.
  • Client variable queries: EventScripts supports the new Valve method for querying client variables.
  • Optimized performance: Refactoring brings a substantial performance increase over previous releases. Some scripts can see as much as 40%, higher if the scripts are rewritten for ES v1.5
  • Improved meta-scripting: New commands are introduced to bypass some limitations of the Valve console and to allow for dynamic syntax.
  • New conditional expressions: EventScripts supports new conditional expressions that provide shortcuts for common conditionals.
  • Visual effects: This release includes new support for global visual effects.
  • Variable creation changes: Variables can be initialized with custom descriptions and with improved readability.
  • Entity creation: New commands provided that allow for easier in-game entity creation and manipulation
  • Next map overrides: Scripts can now control what the next map will become when the level is over.
  • Menu management features: Popup menus have been enhanced and the new setting command added to manage player settings.
  • Improved math tools: Vector math libraries (vecmath) and better server variable support for complex math statements.
  • ... and more!: New keygroup commands, ServerMail rewritten, bug fixes, reliability improvements, etc.

Custom events
    Overview
      (Coming Soon) See the addons/eventscripts/examples/ffevents/ directory for an example of creating your own events.
    Commands
    • es_loadevents declare <res-file>
      Registers a list of events your script will broadcast.
    • es_event initialize <event-name>
      Prepares an event to be sent to scripts/plugins. Must be followed very soon with es_event fire or es_event cancel.
    • es_event setint <event-name> <event-var-name> <event-var-value>
    • ...
    • es_event fire <event-name>
      Sends the event variables and event notification to all scripts/plugins that listen for it.
Admin list support
    Overview
      Via the AuthorizationService interface, scripts can very easily query whether a user is an admin or has privileges. Advanced scripters can write custom backends that all scripts on a server would use to query their admins. See the Authorization FAQ for more details. There are two example admin list engines that ship with EventScripts: basic_auth and group_auth.
    Commands
    • clientcmd create say <say-command-name> <blockname> <permission-name> <recommended-restriction>
      Just like es_regsaycmd, except it allows you to specify what permissions are required to use the say command.
    • clientcmd create console <console-command-name> <blockname> <permission-name> <recommended-restriction>
      Just like es_regclientcmd, except it allows you to specify what permissions are required for the player to use the console command.
Rapid variable expansion
    Overview
      Now "es_" commands (e.g. "es_msg Hello") are faster than "es es_x" commands (e.g. "es es_xmsg Hello"). No scripts should use the "es es_x" syntax unless there is an advanced reason to do so.
Script tracing
    Overview
      This is a huge boon when debugging scripts. Now admins and scripters can tell EventScripts to echo each script line and its source file before it executes.
      Code:
      [es_mugmod.txt] es_set mattie_mugmod 1
      [es_mugmod.txt] es_set mugmod_announce 0
    Variables
    • eventscripts_scripttrace 0
      Setting this value to 1 will cause ES to output each line of script before it is executed. Depending on eventscripts_debuglog it will output to the log (1) or console (0).
SQLite support
    Overview
      For advanced scripters, EventScripts now has basic built-in support for SQLite database files. These databases support a full range of SQL syntax as it's a full implementation of the SQLite 3 database engine. File paths are similar to that of keygroup databases. Note-- these commands are not multi-threaded and es_sql does not allow remote database connections. SQLite is very fast, though, so average usage won't need multi-threading. See the ServerMail example provided with EventScripts for an advanced example of usage.
    Commands
    • es_sql open <db-name> [dbdir]
      Must be called before using any other es_sql command. Opens and/or creates a database file by the name of es_db-name.sqldb in the directory mentioned (supports same syntax as keygroup databases, e.g. "|servermail"). The db-name should be referenced in all future es_sql statements.
    • es_sql close <db-name>
      Closes and flushes the database data to disk. In order to use the database again, you need to es_sql open it.
    • es_sql query <db-name> [result-keygroup] "<SQL-string>"
      Performs the SQL-string database query on the named database. Optionally, the name of a keygroup can be specified that will include the data returned from the query (if any). Queries can use any of the SQLite syntax.
    • es_sql queryvalue <db-name> <variable> "<SQL-string>"
      Same as es_sql query, but stores only the first row/column value into variable. Useful for COUNT()/SUM() queries.
    • es_formatqv <output-var> "<format-string>" [variablename1] [variablename2] ... [variablename9]
      Just like es_formatv only it will escape the inserted strings to ensure that you have a safe SQL string. This command is highly recommended to be used with es_sql query* commands.

Client variable querying
    Overview
      Valve has introduced a new method for querying client variables and Eventscripts allows you to make these queries and get an event fired when the result is known from the client.
    Changes
      • es_queryclientvar <userid> <convar-name>
        Submits a query to the userid for the value of the console variable specified. It will return the result of the query in the event es_player_variable.
      • Added es_player_variable event to mattie_eventscripts.res:
        Code:
           "es_player_variable"            // a player variable
           {
              "userid"        "short"         // userid's convar
              "status"        "string"        // status of the query
              "variable"      "string"        // name of the variable
              "value"         "string"        // value of the variable
           }
        It's probably a good idea to check event_var(status) which might be one of these values:
        Code:
        success
        not found
        not variable
        protected

      • Added new example eventscripts/addons/examples/query for es_queryclientvar. Its contents are:
        ES:

          event player_activate
          {
                  es_msg Querying... event_var(es_username)
                  es_queryclientvar event_var(userid) cl_cmdrate 
                  es_queryclientvar event_var(userid) rate
                  es_queryclientvar event_var(userid) cl_c4progressbar   
          }

          event es_player_variable
          {
                  es_msg event_var(es_username) : event_var(status) - event_var(variable) = event_var(value)
          }
Optimized performance
    Overview
      Many enhancements have been made to improve overall script performance. These include the following optimizations:
      • Rapid variable expansion for es_ commands. No longer any need to ever use "es es_x" syntax.
      • New commands to allow skipping of variable expansion parsing
      • Reworked how individual script lines are stored in memory to support even faster retrieval.
      • Removed unnecessary string duplication where possible
      • Refactored event firing lookups to only query those scripts that specifically requested the event (rather than looping through all scripts)
      • Disabled script pack lookups for events unless the user has used eventscripts_register.
      • stack command moved out of corelib and into EventScripts (making 'while' and 'foreach' much faster).
      • and other miscellaneous optimizations

Improved meta-scripting
    Overview
      Extending the power of EventScripts in libraries has been difficult at times, especially when dealing with special characters that cause problems on Valve's console. These commands allow you to build-up more functionality inside variables and then use those variables to interact with the script rather than requiring "server_var()" and its limitations for meta-scripting. (The new conditional operators described later can also help in meta-scripting.)

      EventScripts v1.5 also provides support for dynamic syntax via the exp and uxp commands. (Thanks, Chun! Tutorial here.) This allows you to avoid temporary variables with inline expansion of commands.
    Commands
    • es_commandv <variable>
      Executes the command-string stored inside the variable without any parsing or preparation.
    • es_formatv <out-variable> "format-string" [var1] [var2] ... [var9]
      Just like es_format but only accepts variable names for the token arguments rather than text strings.
    • es_string <inout-variable> replacev <var1> [var2]
      Just like es_string replace but only accepts variable names for the token arguments rather than text strings.
    • exp <expression>
      Allows for in-line expansion of a variety of EventScripts data via simple syntax. See wiki for examples.
    • uxp <expression>
      Allows for in-line expansion of your own custom data/functions via simple syntax.
    Variables
    • eventscripts_quote
      Contains a single quotation mark, typically used for es_*v commands.
New conditional expressions
    Overview
      These conditional expressions are provided to minimize the amount of variable expansion required for conditional statements and to provide additional power for conditionals. These will likely be expanded in the future via the ifx command.
    Commands
    • ifx parse("<math-text>") do
      Does not expand server_var/event_var variables. Runs the provided text through the es_mathparse engine and executes the following block only if the result of the math is non-zero (i.e. true).
    • ifx true(<test-variable-name>) do
      Does not expand server_var/event_var variables. If the value inside the variable is non-zero, the block following will execute. If the value is 0 or an empty string, the block will not execute.
    • ifx false(<test-variable-name>) do
      Does not expand server_var/event_var variables. If the value inside the variable is non-zero, the block following will not execute. If the value is 0 or an empty string, the block will execute.

Visual effects
    Overview
      New support has been added for special/visual effects in EventScripts. ES can only reliably provide a subset of effects and these are shown to all players. All model indexes are obtained through the use of the new return value from es_precachemodel. These commands are still experimental and may have their syntax changed eventually. All points/vectors use the vector-string syntax of es_createvectorstring. See this page for a quick example syntax
    • es_effect beam <start-vector> <end-vector> <model-index> <halo-model-index> <framestart> <framerate> <seconds> <width> <endWidth> <fadeLength> <noise> <red> <green> <blue> <brightness> <speed>
      Draws a straight beam from start-vector to end-vector.
    • es_effect energysplash <origin-vector> <direction-vector> <explosive-bool>
      Draws a quick energy effect at the origin flying in the direction specified.
    • es_effect dust <origin-vector> <direction-vector> <size> <speed>
      Draws dust particles moving from origin in the direction specified.
    • es_effect smoke <origin-vector> <model-index> <scale> <framerate>
      Draws a smoke cloud at the origin using the specified model for appearance.

Entity creation
    Overview
      New commands have been wrapped to allow the creation of physics and dynamic props (i.e. entities) based on models, in addition a new library, entitylib, was added that initially provides experimental support for adding new entities.
    • es_prop_physics_create <userid> <model>
      Creates a physics entity where the user is looking, based on the model provided. Only works with physical models. Sets eventscripts_lastgive to the index of the object created.
    • es_prop_dynamic_create <userid> <model>
      Creates a stationary entity where the user is looking, based on the model provided. Sets eventscripts_lastgive to the index of the object created.
    • setentname <entity-index> <new-targetname>
      (EXPERIMENTAL) If a user is in the game, this (hack) will allow you to specify the targetname for a specific entity. Intended to behave much like est_setentname. Special thanks to Einlanzers for help in researching this.

Next map overrides
    Overview
      EventScripts now supports override for the next map change. This will override any use of changelevel or map time limits, etc, but does not override the more dramatic map command.
    Variables
    • eventscripts_nextmapoverride ""
      If this variable is set to a map name, that name will override (only) the next map change to go to that map instead. The variable will be cleared automatically after the override is used.
    • eventscripts_maphandler 1
      Controls whether EventScripts allows map overrides. This can be used on the command-line (or early in autoexec.cfg) in case you wish another plugin to handle map overrides.

Menu management features
    Overview
      The popular popup library has been updated with new features (thanks, GODJonez!) and the setting command (thanks, [NATO]Hunter!) allows you to give users an easy way to manage their player settings.
    Commands
    • popup -- See the wiki for details
    • setting - Allows you to save global or player based settings and display them in a menu.

Variable creation changes
    Overview
      For readability purposes, es_setinfo will be deprecated and replaced by the new es_set command. This command supports providing an initial description of the variable that can be seen in the server console.
    Command
    • es_set <variable-name> <value> [description]
      Creates and/or sets the named variable to the value. If the variable is created for the first time, it will also set its internal description for reference.

New Miscellaneous Commands
  • es_keygroupcopy <from-keygroup> <to-keygroup>
    Copies a keygroup.
  • es_playsound <userid> <sound> [volume]
    Plays a sound to a specific player only.
  • es_unregsaycmd <command>
    Unregisters a say command registered by es_regsaycmd.
  • es_unregclientcmd <command>
    Unregisters a client console command registered by es_regclientcmd.
  • es_centertell <userid> <message>
    Prints a message in the center of the user's screen.
  • testlib, testcase, testsuite
    Commands to allow for easy unit testing of new commands.
  • usermsg <subcommand> <...>
    Supports different effects like hudhint messages, screen fading, screen shaking, centermsgs, motd, etc. (Thanks, SumGuy14 and Wonder!)

New Variables
  • eventscripts_deadflag controls the behavior of es_getlivingplayercount and isdead values. Default now is to use playerprops internally to make these command much more responsive.

Other changes
  • playerget and playerset updated with new subcommands for viewing points/players and pushing players.
  • Added es_exists saycommand
  • Added es_exists clientcommand
  • Added es_exists keyvalue
  • es_menu now supports an optional parameter to indicate which menu options are not allowed from the client. (See here.)
  • es_mathparse now uses floats instead of double for values and should support an unlimited number of server variables. es_mathparse variables are now tied directly to the server variable's float data. This makes es_mathparse faster and more reliable when using variables.
  • Added schedule and isnumerical to corelib. (Thanks, Chun!)
  • Added queue - to make data into named queues where they can be retrieved in the order they were placed in (first in - first out) (Thanks, GODJonez!)
  • es_precachemodel now supports an optional parameter to store the model index returned from the precache. E.g.
    ES:
       es_precachemodel model1 "sprites/crystal_beam1.vmt"
  • Added some small global optimizations (a lot of internal commands changed names)
  • Fixed issue where es_load would allow loading a script with the same name but different case as one already loaded.
  • Changed es_getuserid to support looking the player up by their handle.
  • Added ! unary operator to es_mathparse and ifx parse (i.e. a NOT operator)
  • Added es_dumpstringtable, but Valve has better commands for dumping the string tables.
  • Added more carriage returns to debug messages for cleaner eventscripts_debug output.

Notes
  • Ignore es_dumpstringtable and es_dosql commands. These were testing commands that probably won't be released.


Enjoy and please report issues as soon as you have time,
-Mattie


Last edited by Mattie on 2007-11-23, 6:18 pm, edited 17 times in total.




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New postPosted: 2007-04-16, 8:26 pm 

+woot!

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New postPosted: 2007-04-16, 8:27 pm 

WOOT! This is gonna change CSS in magical ways!

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New postPosted: 2007-04-16, 8:28 pm 

+Woot!

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New postPosted: 2007-04-16, 8:29 pm 

Well done, Mattie. Keep up the good work, as always. Lots of goodies to keep us occupied for a while. Take a rest now - you deserve it.

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New postPosted: 2007-04-16, 8:29 pm 

FYI:

As a member of the beta testers group, I HIGHLY RECOMMEND this beta!

Also, as a note to scripters...please look into using es_sql for all of your database storage needs. It is fast as #$@# (not to mention perfect for ranks, etc.)!!!

And...the custom events are quite nifty, too! OMG too many features to brag upon!!! GREAT RELEASE, Mattie! :D

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New postPosted: 2007-04-16, 8:43 pm 

Woo now i have a reason for living :D
Well along with some other things.. +woot

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New postPosted: 2007-04-16, 9:21 pm 

Great job Mattie!

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New postPosted: 2007-04-16, 9:54 pm 

+ Woot thanks Mattie... I really wanted to test out the SQL function for GGv4!

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New postPosted: 2007-04-16, 11:44 pm 

Nice work, Mattie!! :shock: :)


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New postPosted: 2007-04-16, 11:54 pm 

Venjax wrote:
Well done, Mattie. Keep up the good work, as always. Lots of goodies to keep us occupied for a while. Take a rest now - you deserve it.


Exactly. You have done very cool work again, now try to relax :)

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New postPosted: 2007-04-17, 3:00 am 

Fantastic work mattie

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New postPosted: 2007-04-17, 3:10 am 

Excellent work! :)

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New postPosted: 2007-04-17, 10:31 am 

Finally public! :D

Some new corelib commands that were not mentioned in the opening post:

queue - to make data into named queues where they can be retrieved in the order they were placed in (first in - first out)

vecmath - perform some mathematical operations on vectors and game coordinates.

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New postPosted: 2007-04-17, 10:40 am 

vecmath's presence was mentioned at the top, but I included a link for it, too. Thanks, GJ!

-Mattie


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New postPosted: 2007-04-17, 11:03 am 

BTW-- This topic has the ID: 13307 :D

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New postPosted: 2007-04-17, 11:05 am 

[NATO]Hunter wrote:
BTW-- This topic has the ID: 13307 :D

lol :P

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New postPosted: 2007-04-17, 11:35 am 

Oh My God !

What a release ! So many features and so many things that we've been searching to do through combinations of tonnes of different plugins and exploits and crap, just amazing work

Don't let anyone say otherwise, now go take a break all you guys, you deserve it :)

and omg, does this mean we can finally set dods up to finally print out who the hell captured that flag?!?!?! and SQL, Jeeze say good bye to dodgy global banlist plugins and scripts (i hope):D

just....so....much....infomation.....*froths @ mouth and falls over*

+woot

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