Search found 77 matches
- Sat Jun 23, 2018 12:08 am
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
Oh, I didn't know gameeventmanager was exposed directly. Otherwise that's what I would have done :P
- Fri Jun 22, 2018 11:46 pm
- Forum: Plugin Development Support
- Topic: reloading custom package
- Replies: 5
- Views: 4685
- Thu Jun 21, 2018 11:47 pm
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
Also it looks memory.get_object_pointer doesn't work to get the underlying IGameEvent* like I had hoped either
- Thu Jun 21, 2018 11:36 pm
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
OK, so turns out the IHLTVDirector (which you can get the IHLTVServer from) is properly exposed. Unfortunately, this segfaults when trying to call IHLTVDirector::GetHLTVServer in load(): import core import commands.typed import entities.entity import events.custom import events.variable import mathl...
- Thu Jun 21, 2018 11:16 pm
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
Very very annoying... even though there's an INTERFACEVERSION_HLTVSERVER defined they actually never exposed it... I guess I'll have to scan for a function to get it.
- Tue Jun 19, 2018 8:42 pm
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
A better auto director would be a very interesting project. The auto director in TF2 at least is quite dumb. Aside from the stock HL2DM behavior (which is decent, but not for teamplay) it pretty much just adds fixed shots of the objective and chase camera shots when a building is destroyed https://g...
- Tue Jun 19, 2018 8:24 pm
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
You can see all the HLTV game events the client listens for here (and how they're handled): https://github.com/ValveSoftware/source ... camera.cpp
- Tue Jun 19, 2018 8:13 pm
- Forum: Plugin Development Support
- Topic: Is it possible to control the spectate camera?
- Replies: 11
- Views: 7597
Re: Is it possible to control the spectate camera?
As far as I can tell, controlling HLTV from a plugin is actually fairly straightforward. One of the interfaces you can get is IHLTVServer (core.get_interface("HLTVServer001", None)). From here, you can get IHLTVServer::BroadcastEvent (don't know the offset, on mobile) to control the camera...
- Thu May 24, 2018 3:02 pm
- Forum: Plugin Development Support
- Topic: [CSGO] automatically close MOTD
- Replies: 1
- Views: 2478
Re: [CSGO] automatically close MOTD
If I'm not mistaken, I think you can open a new MOTD panel with "about:blank" to close it.
- Thu May 24, 2018 4:14 am
- Forum: Plugin Development Support
- Topic: Unexpected behavior from pickle.dump
- Replies: 8
- Views: 6565
Re: Unexpected behavior from pickle.dump
Inheriting from dict is tricky, I suspect that's what's causing the error (perhaps one of your fields in PlayerData is shadowing something). I would replace inheriting dict for PlayerData with a data field containing the dict.
- Thu May 24, 2018 3:22 am
- Forum: Plugin Development Support
- Topic: Unexpected behavior from pickle.dump
- Replies: 8
- Views: 6565
Re: Unexpected behavior from pickle.dump
What's in playerList?
- Thu May 24, 2018 2:49 am
- Forum: Plugin Development Support
- Topic: GetDataTableProxyFn?
- Replies: 9
- Views: 6597
Re: GetDataTableProxyFn?
I can't really take credit for it, I found it in a very old AlliedModders thread and wanted to try it: https://forums.alliedmods.net/showpost.php?p=858244&postcount=6 This is the relevant SendProxy: https://github.com/NicknineTheEagle/TF2-Base/blob/master/src/game/shared/tf/tf_gamerules.cpp#L1...
- Wed May 23, 2018 1:34 pm
- Forum: Plugin Development Support
- Topic: GetDataTableProxyFn?
- Replies: 9
- Views: 6597
Re: GetDataTableProxyFn?
Awesome, thanks! (Incidentally it's cool to see that you can get the real g_pGameRules from the proxy like that in CS too. So much easier than scanning for CreateGameRulesObject and getting the pointer from there like I've seen people doing)
- Wed May 23, 2018 12:36 am
- Forum: Plugin Development Support
- Topic: GetDataTableProxyFn?
- Replies: 9
- Views: 6597
Re: GetDataTableProxyFn?
Heh, build failed with a template error. Fun stuff :P
Code: Select all
error C2027: use of undefined type 'boost::python::detail::specify_a_return_value_policy_to_wrap_functions_returning<T>'
- Tue May 22, 2018 9:24 pm
- Forum: Plugin Development Support
- Topic: GetDataTableProxyFn?
- Replies: 9
- Views: 6597
Re: GetDataTableProxyFn?
I don't think this quite works yet: TypeError: No to_python (by-value) converter found for C++ type: boost::function<void* (SendProp const*, void const*, void const*, CSendProxyRecipients*, int)> I thought at first this was because I invoked it wrong, but it happens when accessing data_table_proxy_f...
- Tue May 22, 2018 7:57 pm
- Forum: Plugin Development Support
- Topic: GetDataTableProxyFn?
- Replies: 9
- Views: 6597
Re: GetDataTableProxyFn?
Oh that was quick. Thanks!
- Tue May 22, 2018 5:58 pm
- Forum: Plugin Development Support
- Topic: GetDataTableProxyFn?
- Replies: 9
- Views: 6597
GetDataTableProxyFn?
I was trying to get the proxy function for a datatable (tf_gamerules_data in this case): gamerules_proxy = entities.entity.BaseEntity.find("tf_gamerules") gamerules = None for prop in gamerules_proxy.server_class.table: if prop.name == "tf_gamerules_data": gamerules = pro...
- Tue May 01, 2018 11:37 pm
- Forum: Plugin Development Support
- Topic: Tempent Troubles
- Replies: 7
- Views: 4672
Re: Tempent Troubles
Oh, I thought it was weird that it didn't need a color or anything. I suppose the easy solution is just to make those required arguments. Right now they're just lumped in with the **kwargs that get set on the TempEntity it makes, which makes it a bit misleading.
- Tue May 01, 2018 11:02 pm
- Forum: Plugin Development Support
- Topic: Tempent Troubles
- Replies: 7
- Views: 4672
Re: Tempent Troubles
Nope, nevermind, I just got the coordinates wrong. Still crashes my game, presumably when it attempts to render it (although I guess not when it's in my PVS but off-screen).
- Tue May 01, 2018 10:59 pm
- Forum: Plugin Development Support
- Topic: Tempent Troubles
- Replies: 7
- Views: 4672
Re: Tempent Troubles
Thinking that might have had something to do with me copying the origin vector... I tried something even simpler, which wasn't visible but did not crash my game even when looking right at where it should be: pos = mathlib.Vector(700, 0, 600) effects.ball(recipients, pos, 50) This kin...