![making sourcemod plugins making sourcemod plugins](https://s3.nodecraft.com/attachments/ZySAZzBCRyzPdB9kSL9E_TF2_installing_sourcemod_metamod_correctomundo.png)
Mostly because I needed them.Ĭreating your own SourceMod plugin is easy.
![making sourcemod plugins making sourcemod plugins](https://images.shockbyte.com/knowledgebase/2021-08-27_N0eFNYzanv.png)
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.
![making sourcemod plugins making sourcemod plugins](https://i.ytimg.com/vi/7VRhiLNcsN8/maxresdefault.jpg)
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.