Search found 1803 matches

by satoon101
Thu Apr 17, 2014 3:31 pm
Forum: General Discussion
Topic: gamethread
Replies: 7
Views: 11033

Also, if you store the instance returned by TickDelays.delay, you can cancel it with:

Code: Select all

TickDelays.cancel_delay(<instance>)
by satoon101
Sun Apr 13, 2014 7:05 pm
Forum: News & Announcements
Topic: Site migration
Replies: 4
Views: 21313

Site migration

We have moved the site to a new host, so bare with us while we finish fixing up any lingering issues. This move will help us provide quicker fixes and implementation of features in the future. Also, please note that the Wiki is not up. We are going to be moving to using MediaWiki, so once we can get...
by satoon101
Mon Apr 07, 2014 10:29 pm
Forum: Code examples / Cookbook
Topic: EntityIter
Replies: 4
Views: 12999

EntityIter

Since EntityIter was just added yesterday, I thought it would be a good idea to post an example. Just like PlayerIter, WeaponEdictIter, and WeaponClassIter, it will iterate of objects of your liking and yield values of the types you wish. Unlike the other three, there are no "is" or "...
by satoon101
Mon Apr 07, 2014 1:42 am
Forum: Plugin Development Support
Topic: Few questions
Replies: 4
Views: 8744

I just pushed the changes I was mentioning to the entities/memory packages. I also tested CBasePlayer::ChangeTeam for CSGO, and it seems if you set the second boolean argument to True, the message is not sent to chat. If the second boolean argument is False, the message will be printed. from convers...
by satoon101
Sun Apr 06, 2014 1:44 pm
Forum: Plugin Development Support
Topic: Few questions
Replies: 4
Views: 8744

You already can with what I last mentioned in my last post: If you want, you can find the signature for CCSPlayer::SwitchTeam, which does not kill the player and has no side effects other than a message is printed to chat about the team switch. You can also probably hook the usermessage and make sur...
by satoon101
Sun Apr 06, 2014 2:53 am
Forum: Plugin Development Support
Topic: Few questions
Replies: 4
Views: 8744

# all three of these are exactly the same thing # they kill the player <PlayerEntity>.set_team(<value>) <PlayerEntity>.team = <value> <PlayerInfo>.change_team(<value>) # These are also the same thing, but different from the first set <PlayerEntity>.SetTeam(<value>) <PlayerEn...
by satoon101
Sat Apr 05, 2014 2:28 am
Forum: Code examples / Cookbook
Topic: Example of a few items recently implemented
Replies: 5
Views: 14081

Updated the second script above due to changes just implemented. Also, a bit more info on a couple of the types. When retrieving a TypeObject, the value is passed as that type. When setting a TypeObject, you must set the value to an object of the proper type. So, for instance: # This is a "Vect...
by satoon101
Wed Apr 02, 2014 8:09 am
Forum: Code examples / Cookbook
Topic: Example of a few items recently implemented
Replies: 5
Views: 14081

Example of a few items recently implemented

import time from conversions_c import index_from_edict from entity_c import EntityGenerator from entities.entity import BaseEntity from events import Event from memory.hooks import PreHook # Loop through all hostage_entity edicts for edict in EntityGenerator('hostage_entity', True):...
by satoon101
Wed Apr 02, 2014 5:58 am
Forum: News & Announcements
Topic: A new Update!!
Replies: 4
Views: 14903

A week later, another update :) Lots has happened in the last week, as well. We will try to get the wiki updated when we can.
by satoon101
Tue Apr 01, 2014 8:57 pm
Forum: General Discussion
Topic: Heads up
Replies: 11
Views: 19862

PostHooks can be used for a few things. One specific example I intend to use it for is moving players back to their original team in Free-For-All, since not doing so will cause crashing. With ES/SPE, we just used a gamethread delay for this. Another is that you can change the value the function retu...
by satoon101
Mon Mar 31, 2014 2:13 am
Forum: General Discussion
Topic: Heads up
Replies: 11
Views: 19862

The jist of the PreHook and PostHook decorators is that they automatically register and unregister the hook for you. So, you can use a Function instance's hook/unhook methods directly: from memory import HookType def load(): <myFunction>.add_hook(HookType.PRE, pre_function) # or <myF...
by satoon101
Wed Mar 26, 2014 12:39 pm
Forum: General Discussion
Topic: Heads up
Replies: 11
Views: 19862

1: I think muting is definitely something I would like to look into adding at some point. I would say it will most likely be implemented at some point, but I don't know when. 2: That is already "possible" with the dynamic function hooking we have in place (same with SPE), though I would say Ayuto an...
by satoon101
Wed Mar 26, 2014 12:34 pm
Forum: API Design
Topic: Player List Filters
Replies: 20
Views: 73771

The syntax blocks are currently broken. We are working on getting this fixed. Hopefully that will happen fairly soon.
by satoon101
Wed Mar 26, 2014 12:33 pm
Forum: Plugin Development Support
Topic: Can't load scripts
Replies: 6
Views: 9789

Well I haven't done anything really, but I did tried one of the addons I found in the forum and didn't work, the one that removes the disconnect messages, and the one I tried myself was a simple one using ES module, since the one that I found in the forum had ES module in it, perhaps doesn't work? ...
by satoon101
Wed Mar 26, 2014 2:08 am
Forum: News & Announcements
Topic: A new Update!!
Replies: 4
Views: 14903

A new Update!!

I know it has been a couple months, but there were a lot of changes that occurred during that time that made it difficult to put out a new Release. We are at a good point now where putting one out is a good idea. I know documentation is not up-to-date on all of the new implementations. Please be pat...
by satoon101
Tue Mar 25, 2014 8:55 pm
Forum: Plugin Development Support
Topic: Can't load scripts
Replies: 6
Views: 9789

Also, your scripts need to be located at ../addons/source-python/plugins/<scriptname>/<scriptname>.py
by satoon101
Tue Mar 18, 2014 10:58 pm
Forum: General Discussion
Topic: Thread titles
Replies: 8
Views: 18207

Ok, sorry, there was a limit on how long after you posted till you were no longer able to edit the title. There is no way to disable this, so I set it to 10,000,000 minutes... I am not sure if this affects previously created threads or not, but I hope so. This should also allow you to change the tit...
by satoon101
Tue Mar 18, 2014 10:32 am
Forum: General Discussion
Topic: Thread titles
Replies: 8
Views: 18207

Must be a time limit on it, cause I checked it with another account before I posted the solution and it worked. I will look into it further when I get the chance.
by satoon101
Sun Mar 09, 2014 8:32 pm
Forum: News & Announcements
Topic: Community help
Replies: 5
Views: 26159

Community help

Development of the plugin has been going very strong for the last couple months. We still aren't feature complete, but we are making very good progress. We would like to extend an invitation to all community members to help move the project along at an even faster pace. There are a few items which w...
by satoon101
Sat Mar 08, 2014 5:20 am
Forum: News & Announcements
Topic: New dump_c module
Replies: 0
Views: 13860

New dump_c module

Another update!! Just got finished implementing the start to the new dump_c module. Currently, only dump_server_classes is implemented. We also updated the sp command to include a new sub-command "dump". If you use the name of the function you wish to call from dump_c (minus the leading dump_) as th...

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