Search found 175 matches

by VinciT
Thu Jul 09, 2020 3:15 am
Forum: Plugin Development Support
Topic: How to make Player model invisible?
Replies: 7
Views: 274

Re: How to make Player model invisible?

Give this a try: # ../invis/invis.py # Python from time import time # Source.Python from events import Event from players.entity import Player from entities.constants import EntityEffects from messages import HintText, SayText2 class PlayerInvis(Player): """Custom Player class...
by VinciT
Sun Jul 05, 2020 1:29 am
Forum: Plugin Development Support
Topic: How to make Player model invisible?
Replies: 7
Views: 274

Re: How to make Player model invisible?

If you want all the terrorists to be invisible, use this: # ../invis/invis.py # Source.Python from colors import Color from events import Event from players.entity import Player INVISIBLE = Color(255, 255, 255, 0) @Event('player_spawn') def player_spawn(event): player...
by VinciT
Sun Jun 28, 2020 3:51 am
Forum: General Discussion
Topic: [TF2] Extending the Player class
Replies: 11
Views: 278

Re: [TF2] Extending the Player class

How will I be able to get this to work with PlayerIter? I would want it to return the TF2 player class instead of the generic orangebox one That should happen automatically as soon as you create the TF2 Player class. As you can see here , SP will look for a game-specific Player class and load it if...
by VinciT
Sat Jun 27, 2020 8:30 pm
Forum: General Discussion
Topic: [TF2] Extending the Player class
Replies: 11
Views: 278

Re: [TF2] Extending the Player class

Similar to the Player classes for CSGO and CSS , you can create one for Team Fortress 2 ( source-python/packages/source-python/players/orangebox/tf.py ). As for enums, there's already data for teams , you can use that as a template for creating one for classes. The class properties you're using are ...
by VinciT
Sat Jun 20, 2020 9:31 am
Forum: Plugin Releases
Topic: [CSGO] Curving Flash
Replies: 7
Views: 1162

Re: [CSGO] Curving Flash

That is indeed a cool idea, well done! :smile: Thank you! That said, you know me... here are some points: I would expect nothing less. :grin: ../curving_flash.py#L27 : That method isn't static, so this should rather be: player.view_angle.get_angle_vectors(None, right, None) Oh that's nice. ...
by VinciT
Thu Jun 18, 2020 5:43 am
Forum: Plugin Releases
Topic: [CSGO] Curving Flash
Replies: 7
Views: 1162

Re: [CSGO] Curving Flash

Thanks! I'm glad you enjoyed the video, it was really fun to make!
by VinciT
Wed Jun 17, 2020 5:28 pm
Forum: Plugin Development Support
Topic: [CSGO] Determine if player's crosshair is on the other player's head
Replies: 2
Views: 172

Re: [CSGO] Determine if player's crosshair is on the other player's head

Hi khaimovmr, here's a small function you can add to your custom Player class: # ../headshot_trace/headshot_trace.py # Source.Python from commands.client import ClientCommand from entities.entity import BaseEntity from players.dictionary import PlayerDictionary from players.entity import Player clas...
by VinciT
Wed Jun 17, 2020 4:33 pm
Forum: Plugin Development Support
Topic: CS:GO DM - Detecting player invulnerability
Replies: 2
Views: 223

Re: CS:GO DM - Detecting player invulnerability

Checking the m_bGunGameImmunity property should work:

Syntax: Select all

from players.entity import Player

if player.get_property_bool('m_bGunGameImmunity'):
# Player has godmode - do something.
by VinciT
Wed Jun 17, 2020 5:28 am
Forum: Plugin Releases
Topic: [CSGO] Curving Flash
Replies: 7
Views: 1162

Re: [CSGO] Curving Flash

Thank you Ayuto! That really means a lot to me. :grin:
by VinciT
Tue Jun 16, 2020 6:28 am
Forum: Plugin Releases
Topic: [CSGO] Curving Flash
Replies: 7
Views: 1162

[CSGO] Curving Flash

https://i.imgur.com/3EVdIiD.png Tired of bouncing flashbangs off walls to get that perfect pop flash? Say no more! With Curving Flash, you'll have the ability to execute the perfect pop flash every time. While holding a flashbang, press the weapon inspect key (F by default) to switch the throwing m...
by VinciT
Tue Jun 16, 2020 12:07 am
Forum: Plugin Development Support
Topic: CSGO : Adding Parachutes (from DZ) into DM
Replies: 5
Views: 317

Re: CSGO : Adding Parachutes (from DZ) into DM

Haha, I guess I was thinking about pushing players away from the deathpits. Your way seems more reasonable, here you go: # ../chute/chute.py # Source.Python from commands.client import ClientCommand from cvars import ConVar from engines.server import engine_server from entities.constants import WORL...
by VinciT
Mon Jun 15, 2020 4:46 am
Forum: Plugin Development Support
Topic: CSGO : Adding Parachutes (from DZ) into DM
Replies: 5
Views: 317

Re: CSGO : Adding Parachutes (from DZ) into DM

Try this for disengaging/cutting the parachute: # ../chute/chute.py # Source.Python from commands.client import ClientCommand from engines.server import engine_server from entities.constants import WORLD_ENTITY_INDEX from entities.entity import Entity from entities.helpers import index_from_pointer ...
by VinciT
Sun Jun 14, 2020 1:00 pm
Forum: Plugin Development Support
Topic: CSGO : Adding Parachutes (from DZ) into DM
Replies: 5
Views: 317

Re: CSGO : Adding Parachutes (from DZ) into DM

I believe this should work: # ../chute/chute.py # Source.Python from engines.server import engine_server from events import Event from listeners import OnLevelInit from players.dictionary import PlayerDictionary parachute_models = ( 'models/props_survival/parachute/chute.mdl', 'model...
by VinciT
Fri Jun 12, 2020 9:01 pm
Forum: Plugin Requests
Topic: [HL2:DM] Heartbeat
Replies: 4
Views: 12535

Re: [HL2:DM] Heartbeat

Sorry it took so long, give this a try: # ../heartbeat/heartbeat.py # Heartbeat SFX provided by MrSnooze. # Python import json # Source.Python from commands import CommandReturn from commands.say import SayCommand from engines.sound import Sound from entities.entity import Entity from events import ...
by VinciT
Fri Jun 12, 2020 3:54 pm
Forum: Plugin Development Support
Topic: Coding a "Smokebomb"-like ability
Replies: 12
Views: 905

Re: Coding a "Smokebomb"-like ability

Tried to .stop() it first? Yep. Also tried to teleport it away before removing it. I think all the particles are spawned right away which is why no matter what we do to the particle system, the particles remain. But I did figure out a way to set the duration of the effect: # ../smoke_ability/smoke_...
by VinciT
Fri Jun 12, 2020 5:03 am
Forum: Plugin Development Support
Topic: Coding a "Smokebomb"-like ability
Replies: 12
Views: 905

Re: Coding a "Smokebomb"-like ability

EDIT: Alright, tested it out in a couple of matches today. No issues. Only confused about the smoke duration. Is there really no way to adjust it (make it faster than 15 seconds)? The particle effect used for the smoke grenade has its duration hard-coded. Removing the particle system before that ti...
by VinciT
Thu Jun 11, 2020 5:22 am
Forum: Plugin Development Support
Topic: Coding a "Smokebomb"-like ability
Replies: 12
Views: 905

Re: Coding a "Smokebomb"-like ability

Try this: # ../smoke_ability/smoke_ability.py # Python import time # Source.Python from commands.client import ClientCommand from engines.sound import Sound from entities.entity import Entity from events import Event from messages import HintText from players.dictionary import PlayerDictionary from ...
by VinciT
Thu Jun 11, 2020 3:03 am
Forum: Plugin Development Support
Topic: Coding a "Smokebomb"-like ability
Replies: 12
Views: 905

Re: Coding a "Smokebomb"-like ability

If you want to use the inspect key (CSGO only), you need to hook the +lookatweapon client command. from commands.client import ClientCommand @ClientCommand('+lookatweapon') def player_inspect(command, index): # Do stuff here. And in case you want to block the inspect animatio...
by VinciT
Thu Jun 04, 2020 7:24 pm
Forum: Plugin Requests
Topic: HL2DM Sawblade Trail
Replies: 3
Views: 260

Re: HL2DM Sawblade Trail

Nice! Glad you managed to make it work. :smile:
by VinciT
Wed Jun 03, 2020 10:29 pm
Forum: Plugin Requests
Topic: HL2DM Sawblade Trail
Replies: 3
Views: 260

Re: HL2DM Sawblade Trail

Hi daren, give this a try: # ../sawblade_trail/sawblade_trail.py # Source.Python from engines.precache import Model from entities.constants import RenderEffects, RenderMode from entities.dictionary import EntityDictionary from entities.entity import Entity from listeners import OnEntityOutput SAW_MO...

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