Search found 195 matches

by Doldol
Mon May 06, 2019 5:20 pm
Forum: Plugin Releases
Topic: Map Decal Painter
Replies: 19
Views: 3178

Re: Map Decal Painter

example better? Yes, that seems correct. Is there a way to adapt your plugin? Say this was your old file: "Positions" { "suicide" { "pos1" "-528.822815 -959.968750 -415.264404" "pos2" "-447.458313 553.347229 -479.968750" "pos3" &...
by Doldol
Thu May 02, 2019 8:37 pm
Forum: Plugin Releases
Topic: Map Decal Painter
Replies: 19
Views: 3178

Re: Map Decal Painter

Okay I made a repo for it, since it's probably easier & updated it to the latest version I had.

I suspect the github version should work now, but make me aware if there are any issues.

Also pain, you're supposed to provide 1 vmt and 1 vtf per entry, not multiple pairs.
by Doldol
Thu May 02, 2019 8:09 pm
Forum: Plugin Releases
Topic: Map Decal Painter
Replies: 19
Views: 3178

Re: Map Decal Painter

I'm really busy right now outside of this project, I can try to look into it sometime when I'm free (earliest this weekend) but if someone wants to fix it up by all means go for it. :)

Edit: I just remembered I definitely have a more up-to-date version somewhere though, I'll search for it.
by Doldol
Thu Aug 16, 2018 4:04 am
Forum: Plugin Releases
Topic: [CSGO] Floating Damage Numbers
Replies: 5
Views: 2639

Re: [CSGO] Floating Damage Numbers

That actually looks really neat
by Doldol
Thu Aug 16, 2018 4:02 am
Forum: Plugin Development Support
Topic: box
Replies: 17
Views: 3167

Re: Bounding box

Nobody knows? Please tell if the issue is explained so it can be understood :/ Maybe you can accomplish what you want by parenting an entity to the player that has your desired dimensions/collision or maybe hook ontouch and push the grenade when it hits that entity or the player? (There are some ca...
by Doldol
Thu Jul 19, 2018 11:22 pm
Forum: Plugin Development Support
Topic: How do I use engine_trace.enumerate_entities_in_box
Replies: 5
Views: 1148

Re: How do I use engine_trace.enumerate_entities_in_box

Question, is engine_trace.enumerate_entities_in_box guaranteed to return only after the enumerator is finished?
by Doldol
Thu Jul 19, 2018 9:48 pm
Forum: Plugin Development Support
Topic: How do I use engine_trace.enumerate_entities_in_box
Replies: 5
Views: 1148

Re: How do I use engine_trace.enumerate_entities_in_box

Thanks got it to work Edit: have to return True in enum_entity from engines.trace import engine_trace from engines.trace import EntityEnumerator from commands.say import SayCommand from players.entity import Player from entities.entity import Entity from memory import make_object from entities impor...
by Doldol
Thu Jul 19, 2018 2:25 am
Forum: Plugin Development Support
Topic: How do I use engine_trace.enumerate_entities_in_box
Replies: 5
Views: 1148

How do I use engine_trace.enumerate_entities_in_box

How do I use engine_trace.enumerate_entities_in_box?
by Doldol
Wed Jun 27, 2018 9:45 pm
Forum: Plugin Development Support
Topic: Reliable player disconnect check
Replies: 1
Views: 544

Re: Reliable player disconnect check

I'm going to try a hook on CBaseClient::Clear, it seems like that will work for my purposes
by Doldol
Tue Jun 26, 2018 6:10 pm
Forum: Plugin Development Support
Topic: Reliable player disconnect check
Replies: 1
Views: 544

Reliable player disconnect check

I'm trying to find some way to reliably listen for a player disconnecting from the server, and get either their SteamID or (base)client pointer. Every single way I've found so far has at least one issue, I'll list the ones I remember: OnClientDisconnect listener: Fires when the client deactivates (o...
by Doldol
Sat May 19, 2018 5:26 am
Forum: Plugin Development Support
Topic: Some help with CustomType
Replies: 3
Views: 770

Re: Some help with CustomType

Yes, that's the proper way. For m_iMapHasVIPSafetyZone you can also use manager.instance_attribute. Edit: The calling convenient is wrong. It's a THISCALL. Right now it will only work on Linux, because THISCALL and CDECL are the same on Linux. Okay thanks! It's only meant to work on linux anyway, t...
by Doldol
Fri May 18, 2018 11:43 pm
Forum: Plugin Development Support
Topic: Some help with CustomType
Replies: 3
Views: 770

Re: Some help with CustomType

class CCSGameRules(CustomType, metaclass=manager): _binary = "server" # 5 5 CCSGameRules::LevelInitPostEntity(void) LevelInitPostEntity = manager.virtual_function( 5 if PLATFORM == 'windows' else 5, [], DataType.VOID ) # void CCSGameRules::RestartRound(...
by Doldol
Fri May 18, 2018 11:08 pm
Forum: Plugin Development Support
Topic: Some help with CustomType
Replies: 3
Views: 770

Some help with CustomType

I have: if PLATFORM == 'windows': raise NotImplementedError("UNIX Only") class CCSGameRules(CustomType, metaclass=manager): # 5 5 void CCSGameRules::LevelInitPostEntity(void) LevelInitPostEntity = manager.virtual_function( 5 if PLATFORM == 'windows&#...
by Doldol
Mon Mar 26, 2018 11:36 am
Forum: General Discussion
Topic: SP Threads?
Replies: 8
Views: 1575

Re: SP Threads?

You never had to do that when using GameThread as that was the whole purpose of that class. However, threading.Thread is now working fine, because SP always has a global tick listener registered: https://github.com/Source-Python-Dev-Team/Source.Python/blob/3391d929d8cba00bf3bfd53d84989ebd421b3524/a...
by Doldol
Sun Mar 25, 2018 10:51 am
Forum: General Discussion
Topic: SP Threads?
Replies: 8
Views: 1575

Re: SP Threads?

In the past it was necessarry to use GameThread instead of threading.Thread as we had to implement some fixes to make threads work correctly in dedicated servers. Today, this isn't required anymore, but GameThread still has a nice feature. It will print a warning if your plugin is unloaded while yo...
by Doldol
Tue Feb 27, 2018 5:01 pm
Forum: API Design
Topic: Anti-spam on Typed*Command
Replies: 5
Views: 3660

Re: Anti-spam on Typed*Command

I like where you're going Ayuto, but the more I think about it, the more important I think it is to implement this on a per user basis. I'm of the opinion that Source game servers focus on providing an equal experience to all players, so imo it wouldn't be good design to let one player spam a comman...
by Doldol
Sun Feb 25, 2018 4:04 pm
Forum: API Design
Topic: Anti-spam on Typed*Command
Replies: 5
Views: 3660

Re: Anti-spam on Typed*Command

I noticed this: viewtopic.php?f=38&t=1198&p=7730&hilit=spam#p7730

However I think this is important enough to be implemented directly into SP.
by Doldol
Sun Feb 25, 2018 3:58 pm
Forum: API Design
Topic: Anti-spam on Typed*Command
Replies: 5
Views: 3660

Anti-spam on Typed*Command

Is that implemented? I can't find anything on that, so I'm guessing it's not? I think this would be a good feature to add because it is often something when not implemented that can lead to a DDoS vulnerability or unexpected results. Perhaps implement it as a kwarg in the decorator where the value w...
by Doldol
Mon Feb 19, 2018 1:07 pm
Forum: Plugin Development Support
Topic: [CSS]Exception when reading ammo key value
Replies: 4
Views: 1402

Re: [CSS]Exception when reading ammo key value

There still seems to be something funky going on [SP] Caught an Exception: Traceback (most recent call last): File "../addons/source-python/packages/source-python/plugins/command.py", line 162, in load_plugin plugin = self.manager.load(plugin_name) File "../addons/source-python/packag...
by Doldol
Sun Feb 18, 2018 11:37 am
Forum: Plugin Development Support
Topic: [CSS]Exception when reading ammo key value
Replies: 4
Views: 1402

Re: [CSS]Exception when reading ammo key value

Sounds good, thanks

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