Search found 57 matches

by nergal
Tue Aug 07, 2018 4:27 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

Re: New Project: Porting Saxton Hale mod for Source.Python

Well, ConfigManager does store all cvar names in a set: https://github.com/Source-Python-Dev-Team/Source.Python/blob/master/addons/source-python/packages/source-python/config/manager.py#L166 It also stores all cvars, commands, and text sections in a list: https://github.com/Source-Python-Dev-Team/S...
by nergal
Sun Aug 05, 2018 1:06 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

Re: New Project: Porting Saxton Hale mod for Source.Python

Wouldn't it be cleaner under a dict? Not necessarily. What you have looks less readable to me than each one having it's own global variable independently importable by any other module. I have used dictionaries for cvars in the past, but only for dynamically named variables: https://github.com/sato...
by nergal
Sun Aug 05, 2018 4:57 am
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

Re: New Project: Porting Saxton Hale mod for Source.Python

You don't need a list or dictionary. The preferred way is to simply create global variables and using the config module: http://wiki.sourcepython.com/developing/module_tutorials/config.html I'm not against the idea of using global variables but im against using global variables when unnecessary. Wo...
by nergal
Fri Aug 03, 2018 4:46 pm
Forum: Plugin Development Support
Topic: How to use PlayerDictionary?
Replies: 2
Views: 2825

How to use PlayerDictionary?

so there's a playerdict that let's you factory with any existing class as long as the class derives from "Player" but how does it work? player_dict = PlayerDictionary(factory=RTDPlayer); is the dictionary automatically updated like when a person connects or disconnects? is it a dic...
by nergal
Fri Aug 03, 2018 4:39 pm
Forum: Plugin Development Support
Topic: hooking "prethink" only runs when ducking [TF2]
Replies: 7
Views: 6232

Re: hooking "prethink" only runs when ducking [TF2]

VinciT wrote:I went ahead and updated all of the TF offsets.


ayyy now it works! thx Vinc. Source.python doesn't auto update the offsets?
by nergal
Fri Aug 03, 2018 4:22 pm
Forum: Plugin Development Support
Topic: hooking "prethink" only runs when ducking [TF2]
Replies: 7
Views: 6232

Re: hooking "prethink" only runs when ducking [TF2]

The offsets are outdated it seems. Should be 337 and 336: https://github.com/Source-Python-Dev-Team/Source.Python/blob/58cda0e4eb89ca8d9608e8cab1c64db34a971bdb/addons/source-python/data/source-python/entities/orangebox/tf/CBasePlayer.ini#L9-L12 Feel free to use this tool to update them and submit a...
by nergal
Fri Aug 03, 2018 1:47 am
Forum: Plugin Development Support
Topic: hooking "prethink" only runs when ducking [TF2]
Replies: 7
Views: 6232

hooking "prethink" only runs when ducking [TF2]

having a weird issue on TF2 build. hooking to Prethink only prints when a player is ducking... here's code @EntityPostHook(EntityCondition.is_player, 'pre_think') def _pre_think(stack_data:'memory.StackData as list/tuple of pointers.', ret:object) -> None: player = me...
by nergal
Thu Aug 02, 2018 3:40 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

Re: New Project: Porting Saxton Hale mod for Source.Python

I should ask, what is the preferred way to design convars?

using a dictionary and convar names as the keys or use a simple list?
by nergal
Thu Aug 02, 2018 4:56 am
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

Re: New Project: Porting Saxton Hale mod for Source.Python

hello everybody, I have returned and I'm glad to say that I am reviving this project which is why I'm necroing this!

EDIT: Wow, how crazy that 3 exact years have passed since the last post
by nergal
Mon Dec 19, 2016 7:27 am
Forum: Plugin Development Support
Topic: help porting pawn plugin to py
Replies: 16
Views: 12648

Re: help porting pawn plugin to py

as for the Color property, I do not need to set the render mode am I righte? Nope, you don't need to set it. That is done by SP behind the scenes. oh nice, another aspect is concerning C or C++ extensions. I'm already assuming that I can make a C-based py module and use that as a source.python plug...
by nergal
Thu Dec 15, 2016 5:11 pm
Forum: Plugin Development Support
Topic: help porting pawn plugin to py
Replies: 16
Views: 12648

Re: help porting pawn plugin to py

First, I am assuming this is still for TF2. So, if not, please let us know. During my testing, I notice that there are no weapons being iterated over in player.weapon_indexes . This is because we don't have any weapon data for TF2. I will try to work a bit on this soon, but not sure when I will exa...
by nergal
Thu Dec 15, 2016 12:47 am
Forum: Plugin Development Support
Topic: help porting pawn plugin to py
Replies: 16
Views: 12648

Re: help porting pawn plugin to py

not to bring up this dinosaur thread but after a bit of time, I thought I'd try again with source.python since, from my perspective, alot of it seemed overhauled. I took another stab at this "pro" plugin this. I attempted to update it to use the latest with source.python but the weapon tra...
by nergal
Mon Aug 24, 2015 1:30 am
Forum: News & Announcements
Topic: Auto-Builder!!
Replies: 2
Views: 16382

yayz!
by nergal
Mon Jul 27, 2015 10:25 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

What is your purpose behind hooking think/pre-think? Just wondering if there is a better way to do what you are wanting to do. There are pre and post event discussions on the forums already. I am interested, though, in what event variables you wish to change. Changing event variable values can be d...
by nergal
Mon Jul 27, 2015 9:43 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

What is your purpose behind hooking think/pre-think? Just wondering if there is a better way to do what you are wanting to do. There are pre and post event discussions on the forums already. I am interested, though, in what event variables you wish to change. Changing event variable values can be d...
by nergal
Sun Jul 26, 2015 4:30 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 22606

update: made a repo for this plugin :) https://bitbucket.org/assyrian/source.py-saxton-hale-boss-mode Already field tested it yesterday and worked out all compiling errors. a few questions. 1. How do I hook prethink/think functions? 2. How can I prehook and posthook an Event? There is certain data i...
by nergal
Wed Jul 15, 2015 3:02 pm
Forum: General Discussion
Topic: regarding entity limits...
Replies: 4
Views: 5140

stonedegg wrote:I once spawned 2000+ prop_dynamic's, server just crashed with an engine error (windows, csgo).


I know it's an engine error... I'm asking if source.python has a safety feature unlike sourcemod to prevent this engine error.
by nergal
Wed Jul 15, 2015 3:47 am
Forum: General Discussion
Topic: regarding entity limits...
Replies: 4
Views: 5140

regarding entity limits...

obviously in source, if u go over the edict limit, your server goes kapoot

During my time with sourcemod, it never prevented/stopped these edict crashes.

does source.python have a safety feature when creating a new entity to prevent these crashes?
by nergal
Sun Jul 12, 2015 6:43 pm
Forum: Plugin Development Support
Topic: [TF2] *_from_index functions are screwed up...
Replies: 20
Views: 14928

I feel the need to reiterate this point: http://forums.sourcepython.com/showthread.php?822&p=5006&viewfull=1#post5006 Again, we have had TF2 support since the first time we had OrangeBox support. We didn't just recently add TF2 support. Currently, the only difference between TF2 and CSS is the DAMA...
by nergal
Sun Jul 12, 2015 4:42 pm
Forum: Plugin Development Support
Topic: [TF2] *_from_index functions are screwed up...
Replies: 20
Views: 14928

Just saying, this is all on TF2. I understand that you guys JUST came out with TF2 support about last month or so, so I apologize for bothering you guys about it. Also, how can sourcemod set render mode without errors? stock void SetWeaponInvis(int client, int &alpha) { for (int i = ...

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