executing client commands

Pendaz

L2: Junior Member
May 28, 2008
60
0
I know valve have blocked basically all client commands from being executed from the server


I'm trying to build an achievement/idle map for my idling community, i want the map to force the clients to attack at set intervals (every 1 second for example)

I've managed to achieve this with a point_clientcommand, this works when the map is run locally, but obviously due to the valve imposed restrictions it wont work when the maps running on my server.


So now i direct your attention to a (horribly made) idle / achievement map here:
http://gamebanana.com/tf2/maps/162185

this map, when run on a server, gives you the option to "press f5 to autofire, press f6 to stop autofire"

so this tells me it must be possible, but how?

any help / nudge in the right direction would be much appreciated :)


-Pendaz
 
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Pendaz

L2: Junior Member
May 28, 2008
60
0
Valve imposed restrictions? What like? You should be able to do it normally (and if not, try having the command setting sv_cheats to 1)


i'm talking about the restrictions valve have put on the server executing commands on a client


I never thought of setting sv_cheats, will give it a try thanks :)
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
sv_cheats will disable achievements on the server, which is the point of the map lol


any other suggestions?
 

henke37

aa
Sep 23, 2011
2,075
515
It is basic protection of the client from hostile servers. Some commands are outright dangerous. It would be extremely bad if a server could serve a map that bundled a dll that it forced the client to execute upon map load.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
i know this


but its besides the point, the map will be running on my own private idle servers anyway...


i simply want to be able to have the map execute a +attack command on each client...


and if you look at the map in my original post you'll find a map that already does what i need to do - problem is i can't work out how
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You can use BSPSource to decompile the map and examine it, like I (unfortunately) did. It uses point_servercommands to fire timers, which then make the text appear, among other effects.

I said unfortunately because the map has no func_details, was made on grid 1, and is entirely Minecraft-textured.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
You can use BSPSource to decompile the map and examine it, like I (unfortunately) did. It uses point_servercommands to fire timers, which then make the text appear, among other effects.

I said unfortunately because the map has no func_details, was made on grid 1, and is entirely Minecraft-textured.



I did this also, but after decompiling it and loading it in hammer i still wasn't able to work it out

could you give me a little more detail? maybe you could add me on steam to discuss?


Thanks
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Working out how that logic works is really just understanding what each individual entity does; you can learn most of it on the VDC, as explaining each individual element would take too much time. The hardest part of this whole thing is, IMO, understanding the syntax for servercommand - after that it's all easy pie.