Search found 44 matches

by Speed0x
Tue May 29, 2018 4:17 pm
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 320

Re: parent entity behaviour effects changed

okay it all works thanks
by Speed0x
Tue May 29, 2018 2:31 pm
Forum: Plugin Development Support
Topic: Draw Crosshair
Replies: 5
Views: 204

Re: Draw Crosshair

yes you can use screenoverlay + .vmt but i think that is not auto-adjusting to screensize, so really ugly. would not recommend.. also, in case you are just doing this for fun, you can always just edit the existing clientside .vmt file for the scoutoverlay and change it to your likings :P, but that i...
by Speed0x
Tue May 29, 2018 2:28 pm
Forum: Plugin Development Support
Topic: Draw Crosshair
Replies: 5
Views: 204

Re: Draw Crosshair

i think the "crosshair-look" is clientside and forced by the weapon. you can only enable and disable it on the server , using HideHudFlag, but not switching it from one weapon to the other etc... and i guess that's what you were looking for... ( btw. messing with the inventory ( e.g. weapo...
by Speed0x
Mon May 28, 2018 7:03 pm
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 320

Re: parent entity behaviour effects changed

oh sorry i thought you joined in 2014... and no reason to say sorry btw. no problem at all. that was just my feedback
by Speed0x
Mon May 28, 2018 5:21 pm
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 320

Re: parent entity behaviour effects changed

yeah i wish he told me, that .origin exactly recently changed. i made very clear that i didn't have the problem before... but he said "I don't think that's exposed in SP.", which sounds like it never was. so that confused me, sorry for spamming this thread a bit. i think .origin should use...
by Speed0x
Mon May 28, 2018 5:40 am
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 320

Re: parent entity behaviour effects changed

okay i found the error. since 1 year, either sp or the engine has changed. now, i have to clear_parent() before i get and do sthn with the .origin or .angles values of the entity because .origin and .angles properties of the entity are both only overwritten with their correct ( parent translated ) v...
by Speed0x
Sun May 27, 2018 5:46 pm
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 320

parent entity behaviour effects changed

in the past i could spawn an entity, parent it to another entity, then call entity.clear_parent() and it would stay at the displayed position. now i get really weird behaviour..... and sorry, i cannot reconstruct the results from the past, i only know it definately used to work.... so here is the pr...
by Speed0x
Sun May 20, 2018 6:25 pm
Forum: Plugin Development Support
Topic: SP's update changes
Replies: 8
Views: 236

Re: SP's update changes

okay whatever...
by Speed0x
Sun May 20, 2018 1:40 am
Forum: Plugin Development Support
Topic: SP's update changes
Replies: 8
Views: 236

Re: SP's update changes

thanks i found the issue is with the C++ signature definition of BoostPython.. i think this boost python automatically translates the assertions from its the predefined functions.. and the CBaseEntityWrapper uses QAngle as the input for setangles, so that sp runtime will think vector is a wrong argu...
by Speed0x
Sun May 20, 2018 12:47 am
Forum: Plugin Development Support
Topic: SP's update changes
Replies: 8
Views: 236

Re: SP's update changes

so DID ".angles" change in the past ~6 months to accept QAngle only? ( my main question ) about github commits or forums updates: there are a lot of updates, that are enhancements, bug fixes, additions etc. but as explained, i am looking for a clean overview on crucial changes that need re...
by Speed0x
Sat May 19, 2018 6:30 pm
Forum: Plugin Development Support
Topic: SP's update changes
Replies: 8
Views: 236

SP's update changes

e.g. does ".angles =" only accept QAngle now? It used to accept Vectors too... ( not sure, shouldn't the function read both the same ? ) Boost.Python.ArgumentError: Python argument types in None.None(Entity, Vector) did not match C++ signature: None(class CBaseEntityWrapper {lvalue}, class...
by Speed0x
Sun Nov 26, 2017 2:16 am
Forum: Whatever
Topic: OnServerActivate vs OnLevelInit
Replies: 2
Views: 487

Re: OnServerActivate vs OnLevelInit

ah nvm... i just tested....

OnLevelInit is called, when map load starts, and OnServerActivate is called when map load has finished.... i think someone could add this to the commentary so there is a little less confusion..
by Speed0x
Sun Nov 26, 2017 12:44 am
Forum: Whatever
Topic: OnServerActivate vs OnLevelInit
Replies: 2
Views: 487

OnServerActivate vs OnLevelInit

OnServerActivate Called when a map starts and the server is ready to accept clients. OnLevelInit Called when a map starts. i dont really understand the labeling. wouldnt this be better: OnServerActivate Server is ready to accept clients. OnLevelInit Called when a map starts. why does OnServerActiva...
by Speed0x
Fri Nov 24, 2017 9:06 pm
Forum: Plugin Development Support
Topic: entities accessible after roundrestart?
Replies: 4
Views: 534

Re: entities accessible after roundrestart?

okay i've just read the wiki now. i hope it is correct, because it is pretty clear on which entities will reset and which not. thanks iPlayer.
by Speed0x
Fri Nov 24, 2017 9:03 pm
Forum: Plugin Development Support
Topic: entities accessible after roundrestart?
Replies: 4
Views: 534

Re: entities accessible after roundrestart?

i was specifically thinking of func_wall, when i asked the question. if i remember correctly, it was still accessible in the next round when i tested a while back, thats kinda why im trying to pose this question here
by Speed0x
Fri Nov 24, 2017 8:58 pm
Forum: Plugin Development Support
Topic: entities accessible after roundrestart?
Replies: 4
Views: 534

entities accessible after roundrestart?

what happens to BaseEntites, that spawn via map after roundrestart? if i set an entity in python like this, during a round: for ent in EntityIter(): if ent.get_key_value_string("targetname") == "some_targetname": last_round_ent = ent will "last_round_ent"...
by Speed0x
Thu Nov 23, 2017 8:43 pm
Forum: Plugin Development Support
Topic: server init
Replies: 32
Views: 2497

Re: server init

okay, that is also how i do my workaround... i will just stick with my current code then.. thanks
by Speed0x
Thu Nov 23, 2017 8:34 pm
Forum: Plugin Development Support
Topic: server init
Replies: 32
Views: 2497

Re: server init

with the recent changes in the autounload class, i might test using this class now. but what about the following scenario: ent = Tempentity("") ent.model = Model(path) will this tempentitiy still have the correct prechached model, even after the map restarts??? or do i still have to reset ...
by Speed0x
Wed Nov 22, 2017 12:32 am
Forum: Plugin Development Support
Topic: copying entities
Replies: 1
Views: 324

copying entities

is there a fast way for copying entities/tempentities? (creating multiple entities with same properties at once) or is the normal initiation as multiple python vars via Entitiy()/Tempentity() the fastest way? example code : entity_dict = {} for i in range(1,25): entity_dict[i] = Entitiy(...
by Speed0x
Tue Nov 21, 2017 10:41 pm
Forum: Plugin Development Support
Topic: server init
Replies: 32
Views: 2497

Re: server init

because it takes too long. ( 30-60 seconds on low end machines). with my code it takes about (max 5 seconds) . if you had reat earlier posts, you would have seen that i don't restart the map usually anyway. but in case i do, i just wanted to know if the indexes will display correctly with my code. t...

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