Search found 1649 matches

by satoon101
Sat Aug 18, 2018 10:38 pm
Forum: Plugin Development Support
Topic: Weapons
Replies: 1
Views: 13

Re: Weapons

The weapon class inherits from the Entity class. It requires an index, not a string. @SayCommand('!knife') def sayHintText(say, index, team_only=None): player = Player(index) weapon = player.get_weapon('weapon_knife') if weapon is not None: player.acti...
by satoon101
Sun Aug 12, 2018 4:03 pm
Forum: Plugin Development Support
Topic: Changing entity collision group?
Replies: 6
Views: 58

Re: Changing entity collision group?

Notice that the second line under a class declaration in the documentation lists the "Bases" (or inherited classes) of that class. http://wiki.sourcepython.com/developing/modules/entities.entity.html#entities.entity.Entity The documentation would grow exponentially if we listed all functio...
by satoon101
Sun Aug 12, 2018 3:53 pm
Forum: Plugin Development Support
Topic: Changing entity collision group?
Replies: 6
Views: 58

Re: Changing entity collision group?

NONE is from CollisionGroup.NONE: https://github.com/Source-Python-Dev-Team/Source.Python/blob/master/src/core/modules/entities/entities_constants_wrap.cpp#L357 To set it, just use the CollisionGroup enum: from entities.constants import CollisionGroup Entity(index).collision_group = Collisio...
by satoon101
Sun Aug 12, 2018 2:02 pm
Forum: Plugin Development Support
Topic: BaseEntity?
Replies: 2
Views: 29

Re: BaseEntity?

No, it has not been removed. What exact issue are you having?
by satoon101
Sun Aug 12, 2018 2:06 am
Forum: Plugin Development Support
Topic: Bounding box
Replies: 17
Views: 215

Re: Bounding box

There are no attribute .position Sorry, I added that after having tested. KeyError '8' in y.group and other variables. I tested with default models on CS:S, so if there's a hitgroup 8, you're likely using another game and/or custom model. That line really isn't necessary, I only included it to show...
by satoon101
Sat Aug 11, 2018 11:57 pm
Forum: Plugin Development Support
Topic: Bounding box
Replies: 17
Views: 215

Re: Bounding box

I haven't tried, but you might check into using the bones/hitboxes: https://github.com/Source-Python-Dev-Team/Source.Python/blob/b6e6e7fe978d8a7a5d733a8b427236eaa2dae4e7/src/core/modules/studio/studio_wrap.cpp Example: from players.constants import HitGroup from players.entity import Player player =...
by satoon101
Sat Aug 11, 2018 2:28 pm
Forum: Plugin Releases
Topic: GG-Assists v1.0.1
Replies: 4
Views: 336

Re: GG-Assists v1.0.1

in your version we use all the points when we write assists at the same time ? I hadn't looked at the code in a while, but no, you only level up once when using the assists command. I do not have a command for simply showing you your points without attempting to redeem them. If you attempt to redee...
by satoon101
Thu Aug 09, 2018 10:37 pm
Forum: Plugin Releases
Topic: GG-Assists v1.0.1
Replies: 4
Views: 336

Re: GG-Assists v1.0.1

Hmm, yeah, I could certainly work on an "Assists Perks" plugin. Give me some time and I'll see if I have some time to get it to a point where it is testable. Thanks for the suggestion!! As for the sound and advert suggestions, those both sound like good ideas. I actually need to create an ...
by satoon101
Thu Aug 09, 2018 3:49 am
Forum: Plugin Releases
Topic: [CSGO] Floating Damage Numbers
Replies: 5
Views: 134

Re: [CSGO] Floating Damage Numbers

Really cool plugin! Very interesting way of going about it. Nice work!
by satoon101
Thu Aug 09, 2018 3:48 am
Forum: Plugin Development Support
Topic: hegrenade detonate
Replies: 7
Views: 113

Re: hegrenade detonate

One other quick note, if you just add the detonate directly in the 'if' clause, you can just change the 'break' to 'return' and remove the 'else' entirely. @Event('grenade_bounce') def _grenade_bounce(game_event): coords = Vector(*[game_event[x] for x in 'xyz']...
by satoon101
Thu Aug 09, 2018 3:46 am
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 2490

Re: New Project: Porting Saxton Hale mod for Source.Python

that's actually pretty nice though, having all the cvars in a single container for the manager makes it easier to get specific, named values though. Not really. I mean, you're still creating them explicitly anyway, so why not have explicit variable names for each? Then, if another module needs acce...
by satoon101
Tue Aug 07, 2018 9:33 pm
Forum: Plugin Development Support
Topic: hegrenade detonate
Replies: 7
Views: 113

Re: hegrenade detonate

I think the Problem with grenade_bounce was that it does not give you a way to identify the nade (Index for example) Yeah, you have to loop through all grenades and see which one is at the origin for the x, y, and z coordinates from the event. # Untested @Event('grenade_bounce') def...
by satoon101
Tue Aug 07, 2018 7:59 pm
Forum: Plugin Development Support
Topic: hegrenade detonate
Replies: 7
Views: 113

Re: hegrenade detonate

Would the grenade_bounce event work for what you are trying to do? You can get the exact grenade by using the x, y, and z coordinates in the event.
by satoon101
Mon Aug 06, 2018 3:31 pm
Forum: General Discussion
Topic: Plugin Releases
Replies: 2
Views: 55

Re: Plugin Releases

Currently, we only have the Plugin Release forum, which certainly allows for images and video. I intend this next weekend to do that for all of my existing released plugins. I am still working on SPPM (akin to ESAM for EventScripts), though I have not touched the code in a couple months, due to life...
by satoon101
Sun Aug 05, 2018 11:51 pm
Forum: Plugin Releases
Topic: VictimStats v1.0.0
Replies: 0
Views: 36

VictimStats v1.0.0

VictimStats sends victim stat information on death and round end. The plugin has so far only been tested on CS:S, but might work on other OrangeBox games. Everything should work in CS:GO, as well, except for the chat colors. This can be used for DeathMatch and other respawning modes, as well, but I ...
by satoon101
Sun Aug 05, 2018 2:18 pm
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 2490

Re: New Project: Porting Saxton Hale mod for Source.Python

Well, ConfigManager does store all cvar names in a set: https://github.com/Source-Python-Dev-Team/Source.Python/blob/master/addons/source-python/packages/source-python/config/manager.py#L166 It also stores all cvars, commands, and text sections in a list: https://github.com/Source-Python-Dev-Team/So...
by satoon101
Sun Aug 05, 2018 5:33 am
Forum: Plugin Development Support
Topic: New Project: Porting Saxton Hale mod for Source.Python
Replies: 27
Views: 2490

Re: New Project: Porting Saxton Hale mod for Source.Python

Wouldn't it be cleaner under a dict? Not necessarily. What you have looks less readable to me than each one having it's own global variable independently importable by any other module. I have used dictionaries for cvars in the past, but only for dynamically named variables: https://github.com/sato...
by satoon101
Sun Jul 29, 2018 9:20 pm
Forum: Plugin Releases
Topic: DeathBeam v1.0.0
Replies: 0
Views: 60

DeathBeam v1.0.0

DeathBeam adds laser beams when a player dies to show the path from the killer's weapon to the location where the victim was shot. The plugin has so far only been tested on CS:S, but should work on other OrangeBox games, as well as CS:GO. I will work to verify support for other games when I have the...
by satoon101
Sat Jul 21, 2018 11:52 pm
Forum: Plugin Development Support
Topic: Strange Convar.set_int behavior
Replies: 2
Views: 142

Re: Strange Convar.set_int behavior

I'm not entirely sure what you are attempting to do, but I imagine it has to do with WCS and using ES-style console commands. You might try using set_string('0') to see if that fixes your issue.
by satoon101
Wed Jun 20, 2018 5:03 am
Forum: Plugin Requests
Topic: [HL2:DM] Team Names
Replies: 14
Views: 358

Re: [HL2:DM] Team Names

Yeah, you might use a 1 tick delay (0.0) in load/OnLevelInit to see if that works. Now that you mention it, I think that's what I have used in GunGame when interacting with entities in that listener. You might also check OnEntitySpawned to see if that one works without a delay, but I think load/OnLe...

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