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Notify GSC from CSC

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Created 8 years ago
by Harry Bo21
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some of these things i was unaware of, but the main advantage i was going for is reducing the ent count as the csc ent counts towards a seperate gspawn limit, so i thought would be ideal for four players without limiting how many drops could be around at once

i had used it on widows too btw, and was hoping to find more uses for it - the fx aspect of vulture is the only thing working properly through csc atm

Good luck with that. I recently made a script that gets rid of the need for triggers, which has reduced my ent count tremendously. Of course I have the whole can't use &"strings" thing now but 100+ less ents was worth it, lol.
Last Edit: April 06, 2016, 01:01:16 pm by MakeCents
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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didnt mean to mark that as best answer lol

and yea using distance checks and traces ill bet, i did something similar
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didnt mean to mark that as best answer lol

and yea using distance checks and traces ill bet, i did something similar
Lol

Well for the menu hintstring yeah, but I meant I replaced the waittill("trigger") with my own version that returns the player that triggered it, and removed all the trigger uses from the map. If your trying to save on ents, its saves a lot. In one version I replace the triggers with a script_struct.
Last Edit: April 06, 2016, 03:12:55 pm by MakeCents
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Lol

Well for the menu hintstring yeah, but I meant I replaced the waittill("trigger") with my own version that returns the player that triggered it, and removed all the trigger uses from the map. If your trying to save on ents, its saves a lot. In one version I replace the triggers with a script_struct.
definitely something to consider, i had made my own triggers using trigger radius so i could display different hints to people andregister when its "used" rather than touched

did have distance checks instead of triggers, but this was a long time ago before i knew how to use the trace stuff, could revisit it i guess
Last Edit: April 06, 2016, 03:35:06 pm by Harry Bo21
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fancy helping me out with that sometime :)

im at a cross roads now, it means the last perk release is broken, so i either need to revert to the old way or fix this

and setDvar doesnt work in csc on clientdvar - which is my issue
i would love to... but ive never been able to get any csc script to work for me :D for some reason my csc is always replaced by the original script, no matter what i did. Ill try getting it working again, since this is a diffrent computer than the one i used when i last tried
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My preferred name is "xSanchez78".
Check me out here: www.steamcommunity.com/id/xSanchez78
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Let me explain how CSC works as I have not seen anyone explain it right except treminaor yet.

CSC is not like GSC where all players share the same script. CSC has a different "version" for each player. Each player has it's own setup of definitions and variables. That is why GetLocalPlayers(); returns only one player every time you call it, even in coop. The whole thing is client specific. It returns the player that the CSC script is running for. The only reason it returns an array is for splitscreen on console, when there are multiple "local" players. That's why localclientnum on PC is always 0, or why when you look at bo1/bo2 scripts you notice 2D sounds are played on the client number of 0, because it is either the one player being 0 or splitscreen players hearing it from the same speakers so there is no need to waste time finding out the client number, just put 0 and they both hear it fine. That's also why if you look in Der Riese teleporter scripts and notice where it checks GetLocalPlayers().size is only 1, so it is not split screen, and it can use SetClientDvar for the one player only for the FOV aftereffect thing. So SetClientDvar in CSC will set the dvar for any local players in the CSC. But since it is PC and there isn't any splitscreen, SetClientDvar just works for the one player. In GSC, SetDvar and GetDvar are host-only. So when you SetClientDvar in CSC on the host's CSC mode, it picks up in GSC, but not for any other players. It is like typing something in on console in game. The only client-specific GetDvar besides the one in CSC is in menu. You can make a menufile where it just closes when it opens, and ScriptMenuResponse's the dvar. That way you can find out a dvar in GSC. But you can't run it on a loop, or "notify" something whenever, because everytime you open the menu, your game freezes and blurs with the mouse cursor for a split second, which is far from proper playing conditions.

SetDvarBool() seems to be in csc, did you try that? (According to my list of csc functions people have provided)


Hmm, and this has to be done in csc?
SetDvarBool and SetSavedDvar are both in CSC, and they behave the same way. Since CSC is client specific and not open for each player to share, they will just set the dvar for the one player.
some of these things i was unaware of, but the main advantage i was going for is reducing the ent count as the csc ent counts towards a seperate gspawn limit, so i thought would be ideal for four players without limiting how many drops could be around at once
Yes CSC g_spawn runs on a separate limit since it is client specific, which is why if you get a g_spawn in GSC, it will stop all player's games as you probably know, but it says the name of the players because there is also the event you get a g_spawn in CSC for only one of the players. Thats why it says the player's name if you ever wondered why.
i never got around to trying this but i have always wondered if you set an entity variable in either gsc or csc will it be visible and be the same value in the opposite. so for instance could you make a variable in csc
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player.reward = "";
realwait(10);//i think realwait is the correct thing for csc
player.reward = "grenades";
and then do a loop in gsc to see when the variable has changed?
Again, not possible since GSC things are for everyone to see based off the host, and CSC is just client specific.
I forgot to check my stuff last night to see if I do this at all, I don't think I do, cause I think I always found another way around it, but what liamsa669 said makes sense to try. You say it always updates the host/level, well then give the host/level 4 dvars to check and set then. Just one for each possible player? mydvarplayer1, mydvarplayer2, mydvarplayer3, mydvarplayer4...? Then do whatever you want in gsc... no? That's what he is saying right?
I'm not sure what you are trying to do to suggest any alternatives.
Again, won't work to CSC being client specific.

So no you cannot do this is what I am trying to say. Back when I started modding BO1 I tried this for days and learned everything about CSC. Don't waste your time on this like I did, it just doesn't work.
Last Edit: April 08, 2016, 02:46:28 am by alaurenc9
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actually codmodd has come back to me with a way
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CSC -> SetClientDvar/SetDvar wtv
Menu -> execOnDvarInt -> openScriptMenu "oops dis_didguf"
GSC -> menuresponse menu oops dis_didbug response
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actually codmodd has come back to me with a way
You mean the GetClientDvar function they made with a menu? Yeah it works but you cannot loop it.
CSC -> SetClientDvar/SetDvar wtv
Menu -> execOnDvarInt -> openScriptMenu "oops dis_didguf"
GSC -> menuresponse menu oops dis_didbug response
execOnDvarInt? Hmm I thought of this too but where would I put it? What menu?
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didnt mean to mark that - and no thats not what hes shown me

hes found some stuff that implies a way without menus at all by looking at the cod 5 scripts
Last Edit: April 08, 2016, 10:09:28 pm by Harry Bo21
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Yes CSC g_spawn runs on a separate limit since it is client specific, which is why if you get a g_spawn in GSC, it will stop all player's games as you probably know, but it says the name of the players because there is also the event you get a g_spawn in CSC for only one of the players. Thats why it says the player's name if you ever wondered why.Again, not possible since GSC things are for everyone to see based off the host, and CSC is just client specific.Again, won't work to CSC being client specific.

So no you cannot do this is what I am trying to say. Back when I started modding BO1 I tried this for days and learned everything about CSC. Don't waste your time on this like I did, it just doesn't work.
G_Spawn is ran by each player.
If the host drops due to it then it drops all players because he's the host and there's no other connection being made.
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G_Spawn is ran by each player.
If the host drops due to it then it drops all players because he's the host and there's no other connection being made.
except on BO1 i think, prob why hes confused ( or at least thats what lilrifa told me )

oh wait no just re-read and caught what you mean, if host is disconnected the others are too anyway
Last Edit: April 08, 2016, 10:26:20 pm by Harry Bo21

 
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