What i mean by this is that i would like that when a player activates a trigger that that exaact player gets a overlay.
If i need to be specific id like to add the water overlay.
If i need to be specific id like to add the water overlay.
OnStartTouch | [point_clientcommand] | Command | r_screenoverlay <overlay texture> | 0.00
OnStartTouch | [point_clientcommand] | Command | r_screenoverlay overlays/ | 5.00
"UnlitGeneric"
{
"$basetexture" "<your texture here>"
"$translucent" "1"
}
'sv_allow_point_servercommand' isn't an on/off cvar, so doesn't use 1/0 inputs. It's available inputs are:Does sv_allow_point_servercommand 0 also prevent point_clientcommands from working?
You sure? In my experience, that command has never affected point_clientcommand entities. In fact, I just went on a map of mine which forces the player to slot3 using a point_clientcommand. I had sv_allow_point_servercommand set to never and it still switched me to slot3.'sv_allow_point_servercommand' isn't an on/off cvar, so doesn't use 1/0 inputs. It's available inputs are:
But yes, that cvar controls both point_servercommand and point_clientcommand entities.
- "disallow" - Always disallows.
- "official" - Allowed for valve maps only. (Default setting)
- "always" - Allow for all maps.
findflags server_can_execute
I stand corrected, the cvar isn't needed. I was fairly certain that 'r_screenoverlay' would get blocked because an admin could blind players or at least obstruct their view with a malicious texture.Most commands don't work with a point_clientcommand and you can find all the ones that the server can execute by typing this into console:
Those commands should always work, regardless of what sv_allow_point_servercommand is set to.Code:findflags server_can_execute
] findflags server_can_execute
"cl_soundscape_flush"
client cheat server_can_execute
- Flushes the client side soundscapes
"thirdperson"
client cheat server_can_execute
- Switch to thirdperson camera.
"firstperson"
client server_can_execute
- Switch to firstperson camera.
"playgamesound"
client server_can_execute clientcmd_can_execute
- Play a sound from the game sounds txt file
"r_screenoverlay"
client cheat server_can_execute
- Draw specified material as an overlay
"slot1"
client server_can_execute
"slot2"
client server_can_execute
"slot3"
client server_can_execute
"slot4"
client server_can_execute
"slot5"
client server_can_execute
"slot6"
client server_can_execute
"slot7"
client server_can_execute
"slot8"
client server_can_execute
"slot9"
client server_can_execute
"slot0"
client server_can_execute
"slot10"
client server_can_execute
"cancelselect"
client server_can_execute
"invnext"
client server_can_execute
"invprev"
client server_can_execute
"lastinv"
client server_can_execute
"cl_spec_mode" = "5" ( def. "1" )
client archive server_can_execute
- spectator mode
"+inspect"
client server_can_execute
"-inspect"
client server_can_execute
"slot11"
client server_can_execute
"slot12"
client server_can_execute
"play"
server_can_execute
- Play a sound.
"sndplaydelay"
server_can_execute
- Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
"dsp_player" = "0"
server_can_execute
"name" = "[GmT] Werewolf [GB/UK]" ( def. "unnamed" )
archive server_can_execute
- Current user name
"retry"
server_can_execute clientcmd_can_execute
- Retry connection to last server.
"redirect"
server_can_execute
- Redirect client to specified server.
"r_cleardecals"
server_can_execute clientcmd_can_execute
- Usage r_cleardecals <permanent>.
"echo"
server_can_execute
- Echo text to console.
"soundfade"
server_can_execute
- Fade client volume.
Yeah, it's still a cheat command. I suppose server_can_execute only shows you literally what the server can execute whether it's with cheats on or off.Hang on, I thought r_screenoverlay was locked behind sv_cheats?
Findflags even says it's a cheat?
I tried making a test map for it and, although it did work, console told me I needed cheats enabled. Enabling cheats got it to work. Since you can't turn on cheats without sv_allow_point_servercommand always, it's probably a no-go.
You could always do the sv_cheats 1;hurtme -39429;sv_cheats 0 method. You can have the trigger enable and disable cheats fast enough that players can't abuse it. The only problem with that is that there is a microsecond window where players could spam a bind and possibly make it though.Definitely a no-go, turning on sv_cheats poses a great threat to security and any server operator worth their salt would never allow it to be enabled on their servers by anything.
The way Werewolf wrote his post in response to OP's problem made me think r_screenoverlay for some reason got available for mappers to use through some recent update which prompted me to make that previous post of mine.
Question what should the Target be?It can be done via a point_clientcommand. Assuming you are using a trigger_multiple for your trigger, give it the following outputs:
The 2nd output will make the displayed overlay disappear by replacing it with an invalid material.Code:OnStartTouch | [point_clientcommand] | Command | r_screenoverlay <overlay texture> | 0.00 OnStartTouch | [point_clientcommand] | Command | r_screenoverlay overlays/ | 5.00
You will also need to make sure your overlay has some transparency to it so players aren't completely blinded while it's on screen, and using "UnlitGeneric" as it's not part of the physical map so won't receive any lighting info. Like so:
Code:"UnlitGeneric" { "$basetexture" "<your texture here>" "$translucent" "1" }
The important thing to note here is that point_clientcommand is locked behind the 'sv_allow_point_servercommand' cvar, meaning any servers running your map will need to set the cvar to 'allow' in order for it to work.
EDIT: The 'sv_allow_point_servercommand' isn't needed as the 'r_screenoverlay' command is allowed by default.
Which commands?Nope, the commands dont work unless it has sv_cheats 1