Halflife Mod Mod
Tiax
Join Date: 2003-05-28 Member: 16802Members
How are mods such as lerk lift and admin mod created? My guess is that its like normal mods (like NS) but its server side only. Meaning no one has to download it.
Is this the case? I was thinking about making one but im not sure where to start, heh.
(originally posted this in the wrong forum, reposting but don't got time to search right now. Sorry if its been asked.)
Is this the case? I was thinking about making one but im not sure where to start, heh.
(originally posted this in the wrong forum, reposting but don't got time to search right now. Sorry if its been asked.)
Comments
Some plugins are built off of dll's such as plugins for adminmod/clanmod/AMX
<a href='http://www.adminmod.org/index.php' target='_blank'>http://www.adminmod.org/index.php</a>
<a href='http://amxmod.net/amx.php' target='_blank'>http://amxmod.net/amx.php</a>
<a href='http://www.unitedadmins.com/clanmod.php' target='_blank'>http://www.unitedadmins.com/clanmod.php</a>
(which one of the above you chose is a matter of taste, not really funcitionality)
Most mods are server side only but a few of the more complicated ones such as chickenmod requires some downloads by the client upon connection to the server.
Is this the case? I was thinking about making one but im not sure where to start, heh.
(originally posted this in the wrong forum, reposting but don't got time to search right now. Sorry if its been asked.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Basically, Half-life has three parts: the game (handles objects, interactions and the "rules" that make up the world), the client (handles user input and drawing on the screen), and the engine (handles network, file acces, timing... basicaly everything else). It is also seperated into two halves: one server and (possible many) clients. The interaction between them looks like this:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Client: Engine <--> Client
^
|
Network
|
v
Server: Engine <--> Game<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Most of the mods work by inserting an extra process between the engine and the game. This extra process can inspect, modify or add to the information passing between them. Adminmod and metamod are two examples of this.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Client: Engine <--> Client
^
|
Network
|
v
Server: Engine <--> Metamod <--> Game<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
You can also get client-side mods; these hook in between the engine and the client and are less popular for online games because they require the client to download and install the mod. Also, many cheats hook into the client this way (this is why HLAmp is picked up by VAC servers; it hooks in the same way as a popular cheat).
correct. unless they have metamod AND amx ;p