Event Scripts - History

History

The EventScripts plugin was initially released in December 2004 by Mattie Casper. Originally the design was to allow administrators to automatically invoke configuration (*.cfg) files whenever important game events happened. In this way, administrators could do things like change the gravity upon round start, or invoke commands for popular administrator addons like Mani Admin Plugin. . The cross-interaction with other plugins really drove a lot of EventScripts initial popularity.

In 2005, by community request, EventScripts was updated to become more powerful, adding console commands for logic operations (if/then, while, etc.) and the notion of "script packs" which allowed for grouping of event-based configuration files. The popularity of the plugin grew rapidly in this timeframe as the community released dozens and dozens of scripts to the public, like the popular MugMod (originally a plugin) and GunGame scripts.

In 2006, EventScripts 1.0 was released. This introduced a new script structure that allowed authors to create stand-alone script files without relying on packs of multiple .cfg files. This structure also provided block-based language constructs that allowed for loops, advanced conditions (via if/else), and custom console, say, and client commands. Important feature releases improved performance in 2006 and early 2007 via the 1.2 and 1.3 releases. During 2006, the popular support plugin ES_Tools was released to provide access to deeper things within the Source engine which EventScripts could not or did not yet offer.

In May 2007, EventScripts 1.5 was released and provided support for SQLite databases, regular expressions, and a variety of other modern language features. In this release, EventScripts changed its server variable expansion dramatically to improve performance. During this time, the project took on the Evie zebra mascot.

In October 2007, EventScripts 2.0 was released to public beta. This version allows for full-fledged Python scripting on Windows and Linux game servers. Scripts are loaded a lot like Python modules, but they support a simplified syntax that automatically registers events and code blocks. Python offers a huge library of existing functionality and tutorials, so this gives a Source server a lot more access to just about anything supported by normal Python applications. Thus giving Python a huge leap over the original scripting language ES.

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