Search found 129 matches
- Thu Sep 01, 2016 2:07 pm
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Re: Edit Bot Object?
okay, im just wondering, because your "answer" seems to be rephrasing my "question" or statements ive already made. im also using my own code to copy a usercmd. its all working. the only technical problem is, that it always has a delay of 1 tick ( time difference of prehook ). i ...
- Thu Sep 01, 2016 1:42 pm
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Re: Edit Bot Object?
LOL idk what you are talking about there L'In20Cible .. im only trying to find a way to get an empty player-object. ( i could buy csgo accounts and use them on a VM, but this is a bad way - does this emphasize my point better? ) im trying to disable any unneded calculations that are done by the serv...
- Thu Sep 01, 2016 1:24 pm
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Re: Edit Bot Object?
i want to copy a players UserCMD and use it on a bot.
- Thu Sep 01, 2016 12:53 pm
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Re: Edit Bot Object?
thanks for the help so far. "pre_think" seems to be sthn like a "1tick-priorto-server-excecution", mb similar to "run_command" just here with access ONLY to the player object. (ofc i can deactivate everything here via the playerobj, but the calculations for AI are still...
- Thu Sep 01, 2016 11:30 am
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Re: Edit Bot Object?
yeah, do you know WHICH ONES? let me try to prepare some code: from entities.hooks import EntityPreHook @EntityPreHook(EntityCondition.is_bot_player, dummy_function) def dummy_function(args): ##handle args / return now i need to find the specific dummy functions and use the above cod...
- Thu Sep 01, 2016 11:20 am
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Re: Edit Bot Object?
one way, that comes to mind is using bot_zombie 1. but my fear is tha itll not boost performance, but instead only "block" the botcmd and botcontroller, after it was already heavily calculated by the server. so if anyone could give any insight on whether bot_zombie 1 will disable calculati...
- Thu Sep 01, 2016 11:13 am
- Forum: Plugin Development Support
- Topic: Edit Bot Object?
- Replies: 15
- Views: 9198
Edit Bot Object?
Any chance i can unload the AI module from a bot object to avoid all its calculations? for performance boost.
using fakeclient stuff via bot_manager.create_bot is no option as that has trouble calculating gravity and animations on the client..(unless there is a way to fix that ofc)
thanks!
using fakeclient stuff via bot_manager.create_bot is no option as that has trouble calculating gravity and animations on the client..(unless there is a way to fix that ofc)
thanks!
- Wed Aug 17, 2016 7:38 pm
- Forum: Plugin Development Support
- Topic: Determining if a player is behind another player
- Replies: 5
- Views: 4177
Re: Determining if a player is behind another player
ayutos function is basically checking 180 degrees behind the player. if you additionally need to decrease the viewlimit to < 180 you want to add another viewangle check. if you want to simply see if you can view players you can raytrace them on the bones you want to check for..
- Wed Aug 17, 2016 7:31 pm
- Forum: Plugin Development Support
- Topic: Determining if a player is behind another player
- Replies: 5
- Views: 4177
Re: Determining if a player is behind another player
how can you mix up those 2 different things? :D
i would raytrace the target players respective bones then
i would raytrace the target players respective bones then
- Fri Aug 05, 2016 7:52 pm
- Forum: Plugin Development Support
- Topic: Ray trace hitting TEAM1 surface
- Replies: 20
- Views: 12033
Re: Ray trace hitting TEAM1 surface
quartata wrote:But I don't understand why the surface mask doesn't seem to affect anything.
what exactly isnt working?
- Sat Jun 04, 2016 7:24 am
- Forum: Plugin Development Support
- Topic: block scoreboard
- Replies: 13
- Views: 8674
Re: block scoreboard
okay, makes more sense anyway, but is unfortunate for me :/ im wondering though how vgui hide gets called within the client. it must somehow have a function there that blocks the clients scoreboard call for x time/x press times. i might take a look at how that works, otherwise i guess i have to dism...
- Sat Jun 04, 2016 7:04 am
- Forum: Plugin Development Support
- Topic: block scoreboard
- Replies: 13
- Views: 8674
Re: block scoreboard
yes sorry, the code is ofc working, but my goal is to completly hide the scoreboard for clients , no blinking etc. edit: using the vgui hide in ontick wrapper almost never makes it pop, which makes it probable, that the server ALWAYS gives some sort of callback, so blocking all remote functions (may...
- Sat Jun 04, 2016 6:52 am
- Forum: Plugin Development Support
- Topic: block scoreboard
- Replies: 13
- Views: 8674
Re: block scoreboard
i havent tried any further code yet, but im sure ill find a way. BUT i need to know if the scoreboard ONLY gets called "from the server". if the client has its own "preopen" function ( first tick ), thered be no need of approaching this matter anyway for me.
- Sat Jun 04, 2016 6:37 am
- Forum: Plugin Development Support
- Topic: block scoreboard
- Replies: 13
- Views: 8674
Re: block scoreboard
thanks for sending code, but ive already tried blocking the command, but the scoreboard still pops up , thats why my question mainly regarded if the client has a separate launch or if its pure serverside
- Sat Jun 04, 2016 4:27 am
- Forum: Plugin Development Support
- Topic: block scoreboard
- Replies: 13
- Views: 8674
block scoreboard
right now im trying to find a way to block the scoreboard from being viewed from players on a server( clicking tab ). my guess is, that it isnt possible at all, as the function might merely run on the client, yet considering that hud visibility can be effected via the playerobject. anybody knows spe...
- Sun May 29, 2016 4:48 pm
- Forum: Plugin Development Support
- Topic: OnWeaponReloaded listener?
- Replies: 35
- Views: 24743
Re: OnWeaponReloaded listener?
Not the function (RemoveAmmo) is filled with NOP instructions, but all calls to RemoveAmmo. i dont see any contradiction to what i said, but thanks for clarification anyway ;) ( i only said that the performance boost depends on the function, that is getting noped. more complexity/ressources within ...
- Sun May 29, 2016 4:05 pm
- Forum: Plugin Development Support
- Topic: OnWeaponReloaded listener?
- Replies: 35
- Views: 24743
Re: OnWeaponReloaded listener?
The difference between the hook and NOP method is that the NOP method will be faster, because it has to execute less instructions. But it's not worth the effort. yes, im still wondering, how much speed difference this would make in effect, but i guess that depends on the individual usage of the fun...
- Sun May 29, 2016 3:22 pm
- Forum: Plugin Development Support
- Topic: OnWeaponReloaded listener?
- Replies: 35
- Views: 24743
Re: OnWeaponReloaded listener?
Which "add function" do you mean? Or do you want to overwrite all calls to RemoveAmmo() with NOP instructions? I guess I didn't really understand what you want to do. yes Nop was the correct word, sorry. i was wondering how sp code would handle such a process and now, after what you said,...
- Sun May 29, 2016 2:56 pm
- Forum: Plugin Development Support
- Topic: OnWeaponReloaded listener?
- Replies: 35
- Views: 24743
Re: OnWeaponReloaded listener?
thanks for showing a possible implementation, Ayuto. Are you sure you mean register? i think so, my guess was to not hook into an existing engine function and replace the content with 0, but removing the entire function from the machine code on the server. ( = finding the register(?) and setting the...
- Sun May 29, 2016 1:32 pm
- Forum: Plugin Development Support
- Topic: OnWeaponReloaded listener?
- Replies: 35
- Views: 24743
Re: OnWeaponReloaded listener?
if someone is handy enough with the memory module, maybe find the respective register in memory and block the "ammo-add" push that changes the clients hud value? ammo should be a networked property and route server -> client? i would like to see that approach, but its probably too hacky fo...