Search found 200 matches
- Tue Jan 13, 2015 11:32 pm
- Forum: API Design
- Topic: Coding Style
- Replies: 42
- Views: 189498
- Tue Jan 13, 2015 4:20 pm
- Forum: API Design
- Topic: Coding Style
- Replies: 42
- Views: 189498
I dislike PEP8's 80 char limit per line and never follow it, I find that it breaks up the logic of your program just to look nicer. As for readability, we're in 2015, it's not hard to find an editor that can do dynamic word wrapping, it has the advantages of always wrapping at the correct spot, and ...
- Fri Dec 05, 2014 9:07 pm
- Forum: Plugin Development Support
- Topic: How can I reconstruct CCheckTransmitInfo?
- Replies: 3
- Views: 3551
- Fri Dec 05, 2014 7:38 pm
- Forum: Plugin Development Support
- Topic: How can I reconstruct CCheckTransmitInfo?
- Replies: 3
- Views: 3551
How can I reconstruct CCheckTransmitInfo?
I have hooked CBaseCombatCharacter::SetTransmit( CCheckTransmitInfo *, bool) , how can I reconstruct CCheckTransmitInfo? There doesn't seem to be a lot of information about it that I could find and use. I think it is or contains a pointer to the player's Edict? But if I try to inter...
- Fri Dec 05, 2014 5:45 pm
- Forum: Plugin Development Support
- Topic: how would i script this in SP??
- Replies: 2
- Views: 3793
- Mon Dec 01, 2014 10:36 pm
- Forum: API Design
- Topic: Downloadables
- Replies: 11
- Views: 12292
- Mon Dec 01, 2014 8:16 pm
- Forum: Plugin Development Support
- Topic: [CSS] Setting weapon view models.
- Replies: 2
- Views: 3343
Not that this is the cause of any issues you are having, as you likely have the models/materials already on your client, but Downloadables().add only accepts files, not directories. However, that is not a bad idea. I think we should consider adding that functionality. It's mainly there for me to la...
- Mon Dec 01, 2014 7:20 pm
- Forum: Plugin Development Support
- Topic: [CSS] Setting weapon view models.
- Replies: 2
- Views: 3343
[CSS] Setting weapon view models.
I've been trying to set weapon view models using this topic https://forums.alliedmods.net/showthread.php?t=244926 as a guideline. The way the code in that topic achieves custom weapon models nearly perfectly is by binding the custom model to a second possible view model index, which appears to stay ...
- Mon Dec 01, 2014 6:55 pm
- Forum: Plugin Development Support
- Topic: can we set the arm model for csgo??
- Replies: 1
- Views: 2964
AFAIK this falls under setting weapon viewmodels, which I don't think is impossible but it isn't easy either. But since you're using CS:GO you should probably try using .kv files, they let you have custom hand models (or materials only?) per map, but only one per team. They also allow you to have mu...
- Mon Dec 01, 2014 1:38 pm
- Forum: Code examples / Cookbook
- Topic: Ending a round.
- Replies: 6
- Views: 21233
- Mon Dec 01, 2014 4:12 am
- Forum: Code examples / Cookbook
- Topic: Ending a round.
- Replies: 6
- Views: 21233
Ending a round.
How to end a round (using FireWinCondition ). I thought this was a handy little snippet to post. from entities.entity import Entity from events import Event WIN_CONDITION = 2 """CSS: 0 TERRORIST "Target_Bombed" 1 CT "VIP_Escaped" 2 TERRORIST "VIP_Assassinated&...
- Sat Nov 29, 2014 6:55 pm
- Forum: Plugin Development Support
- Topic: Add bot with custom name
- Replies: 16
- Views: 10394
- Fri Nov 28, 2014 3:14 pm
- Forum: Plugin Development Support
- Topic: Add bot with custom name
- Replies: 16
- Views: 10394
Ok. How about bot prefix? If you're using CS:S (does not work in CS:GO AFAIK): "bot_prefix" = "" game replicated - This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <weaponclass> will be replaced with the bot's desired weapo...
- Fri Nov 21, 2014 10:09 pm
- Forum: Plugin Development Support
- Topic: Message localization
- Replies: 13
- Views: 8804
I would like to apologize to you. It seems that, while this value used to be used in CS:GO (like every other Valve game), it no longer is... I am not sure when or why that happened, and I am not sure how we are supposed to get the language to use outside of that value. This is the first mentioning ...
- Thu Nov 20, 2014 3:21 pm
- Forum: Plugin Development Support
- Topic: color in hudhint
- Replies: 10
- Views: 8028
- Thu Nov 20, 2014 3:19 pm
- Forum: Plugin Development Support
- Topic: Language detect
- Replies: 2
- Views: 2760
- Wed Nov 19, 2014 7:59 pm
- Forum: Plugin Development Support
- Topic: color in hudhint
- Replies: 10
- Views: 8028
- Thu Nov 13, 2014 3:14 pm
- Forum: Plugin Development Support
- Topic: Custom params in event
- Replies: 17
- Views: 11163
- Sun Nov 09, 2014 2:00 am
- Forum: General Discussion
- Topic: Debugging
- Replies: 7
- Views: 6681
I don't see what's wrong with examining logs? And isn't what you're suggesting already implemented? If my plugin contains an error it'll run until it encounters the spot of the error (your breakpoint) and throw an exception and logs it to where you specified (server console if you want). It even kee...
- Fri Nov 07, 2014 6:43 pm
- Forum: Plugin Development Support
- Topic: How to hook CGameClient::ProcessVoiceData?
- Replies: 9
- Views: 16580
Well great! This seems to work! I do get 2 different reported pointers to ReadFromBuffer? They alternate ech time the function gets called. I haven't looked into it further. Also the bytes between what ToSting reports and what the buffer says are left seem to differ. I'm not sure whether I did this ...