• Get Context Any way to get them?
    7 replies, posted
Like how many context that entity has and getcontext and expired? or something.
What do you mean by 'context'?
[QUOTE=Monkey4TL;51259254]What do you mean by 'context'?[/QUOTE] The AddContect input to a baseentity. [URL="https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/baseentity.cpp"]ValveSoftware MP SDK 2013 baseentity.cpp[/URL]
First of all: [url]http://www.dictionary.com/browse/content[/url] [url]http://www.dictionary.com/browse/context[/url] Be consistent. Second, what do you need this for? I don't really know what a 'Context' is [del]in this context[/del].
Do you mean [URL="https://developer.valvesoftware.com/wiki/Context"]this[/URL]? I don't think anyone who works with gmod has had to bother with it before. Bar a couple inputs to certain objects, I've never seen anything to do with this. Try telling us [I]why[/I] you need to use context; chances are there's probably an easier solution...
this really well detail it. [URL="https://developer.valvesoftware.com/wiki/Context"]Link[/URL] I am trying to manipulate Half Life 2 maps. You know guys that many event not work same in Gmod. Scenes also sometimes really glitchy. Not same result u get from a linux or windows srcds server or a listenserver.
Never heard about it before, i don't think there's an exposed function for that, although you can play with keyvalues and check if something is related to that
[QUOTE=gonzalolog;51261322]Never heard about it before, i don't think there's an exposed function for that, although you can play with keyvalues and check if something is related to that[/QUOTE] it is really baseentity functions in c++ functions. Maybe Garry didnt care about it to call it for LUA. It has so much function check in c++ how many context entity has or when expire or expired remove context add context. So bad to see not added. I will try to get the getsave value maybe some info there.
Sorry, you need to Log In to post a reply to this thread.