#Developing sourcemod plugins how to#
Because this article is only a brief introduction, I’ll show you how to print “Hello, world!” as an example. You also must learn the SourcePawn programming language, a derivation of Pawn. All you need is an idea, willpower, a CS:S server, and then you can create practically anything you can encounter on CS:S servers. Mostly because I needed them.Ĭreating your own SourceMod plugin is easy. I also created several libraries along the way.
In time, I made my way up to a large, modular plugin, consisting of several plugins working together.
Then, I continued with more difficult plugins, like the VIP membership management plugin, consisting of a web part and a database. For example, a score screen at the end of a round. Everything was open-source, and we gathered at the web forum AlliedModders, where we helped each other out. Furthermore, I was completely astonished by the SourceMod community. SourceMod, for which I created plugins, is also a plugin for Source engine. So, the benefit is clear: the gamer installs the game and the game gets modified based on the server it connects to. And that’s the difference, compared to client-side plugins/modifications. All that gamers need to do is to connect to a specially-modified server. Why server-side plugins? Server-side plugins/modifications are exactly that – server-side. Fortunately, I was an admin of a few CS:S servers at the time, so I had a lot of room for development and testing. My first attempts at server-side plugins were laughable at best. And, ever since, I’ve wanted to know what’s down the rabbit hole.Ĭounter-Strike: Source runs on Source engine, which is very modder-friendly (a ‘modder’ is a person who modifies or creates new content). Creating maps was the red pill that took me into the Wonderland. As countless others who have ever played Counter-Strike, I also wanted to create my own map: the environment where the game takes place.