Search found 133 matches: start_touch
Searched query: start touch
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- Sun Jun 02, 2024 6:21 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Scope Detecting
- Replies: 7
- Views: 148863
Re: [CS:S] Scope Detecting
I was actually thinking using weapon_zoom event for it, using a custom player class to check pressed scope status and use weapon_switch hook for reset scope status, i haven't touch this code a while due to being busy on working other stuff, but thanks for replies:)
- Sat Nov 25, 2023 8:01 pm
- Forum: General Discussion
- Topic: Who wants to do something about Source 2 (CS2)?
- Replies: 0
- Views: 132271
Who wants to do something about Source 2 (CS2)?
Hey, guys! I'm a backend developer with 17 years of the background of the Pyhton, Golang, C# and some university C++. Have been playing around 20 years ago a bit with AIDA, but don't remember a thing. Is there anybody, who wants to cooperate and have the capability to help the Source-Python be porte...
- Thu May 05, 2022 4:11 pm
- Forum: Plugin Development Support
- Topic: Entity I/O
- Replies: 4
- Views: 10406
Re: Entity I/O
Good answer. But I still don't know how to hook property-function, to view it's arguments. May be there's another way to view property function arguments to properly inject mine function? I mean, here: _touch_prototype = ( Convention.THISCALL, ( DataType.POINTER, # this DataType.POINTER # pO...
- Thu May 05, 2022 1:59 pm
- Forum: Plugin Development Support
- Topic: Entity I/O
- Replies: 4
- Views: 10406
Re: Previous forum
I still don't want to hook OnTrigger like in trigger_multiple, bcz there's many triggers with OnTrigger output. Can I somehow move that trigger into FireUser1-4 without Hammer? I understand the reasoning, but I don't think these inputs/outputs are the solution here. Instead, you could simply inject...
- Wed May 04, 2022 6:10 pm
- Forum: Plugin Development Support
- Topic: Entity I/O
- Replies: 4
- Views: 10406
Entity I/O
I want to understand Entity Input/Output system. Source wiki shows examples for Hammer, but I can't make it work in Soucre.Python. No information found on MetaSource/SourceMod forums (may be bad searching. I believe so). So what I want to do: ⋅ Understand The FireUser1-4 inputs and OnUser...
- Mon Jan 31, 2022 1:01 pm
- Forum: Plugin Development Support
- Topic: [HL2:DM] Flaregun
- Replies: 14
- Views: 50408
Re: [HL2:DM] Flaregun
... be displayed when the plugin gets loaded. core.console_message("\n[Supermod] Flaregun loaded!") # Condition used for the 'start_touch' hook. is_flare = EntityCondition.equals_entity_classname('env_flare') # ============================================================================= ...
- Mon Dec 20, 2021 11:16 am
- Forum: Plugin Development Support
- Topic: [HL2:DM] Flaregun
- Replies: 14
- Views: 50408
Re: [HL2:DM] Flaregun
Hi guys, I noticed that when the opponents are hit by a flare no longer burn (no HP loss). (Player and NPC not burn) Could someone look where drann that is? I use this script. There are also no errors in the log # ../addons/source-python/plugins/supermod/modules/flaregun.py # =======================...
- Sun Nov 28, 2021 6:40 pm
- Forum: Plugin Development Support
- Topic: conversion error on index_from_pointer
- Replies: 42
- Views: 151845
Re: conversion error on index_from_pointer
Yes with the on_entity_collision, you are right, but in his previous posts on the first page of this thread, he already suggested a lookup table, that is what I was referring to. Good idea with this line tho if not pass_entity # aka if not args[1] as I didn't know you could do boolean checks for th...
- Sun Nov 28, 2021 1:45 pm
- Forum: Plugin Development Support
- Topic: conversion error on index_from_pointer
- Replies: 42
- Views: 151845
Re: conversion error on index_from_pointer
What you really need for your PassServerEntityFilter is a lookup table. # Python Imports # Collections from collections import defaultdict # Source.Python Imports # Entities from entities.helpers import index_from_inthandle # Listeners from listeners import OnEntityDeleted from listeners import OnNe...
- Tue Oct 12, 2021 1:21 pm
- Forum: Plugin Development Support
- Topic: Old Code, Do I still need to make these checks?
- Replies: 2
- Views: 7842
Re: Old Code, Do I still need to make these checks?
... still the "correct" way to do this? @EntityPreHook(EntityCondition.equals_entity_classname('trigger_multiple'), 'start_touch') def start_touch_func(args): try: obj1 = make_object(BaseEntity, args[0]) except: return try: ob2 = make_object(BaseEntity, ...
- Tue Oct 12, 2021 12:45 pm
- Forum: Plugin Development Support
- Topic: Old Code, Do I still need to make these checks?
- Replies: 2
- Views: 7842
Old Code, Do I still need to make these checks?
... still the "correct" way to do this? @EntityPreHook(EntityCondition.equals_entity_classname('trigger_multiple'), 'start_touch') def start_touch_func(args): try: obj1 = make_object(BaseEntity, args[0]) except: return try: ob2 = make_object(BaseEntity, ...
- Thu Apr 22, 2021 9:42 am
- Forum: General Discussion
- Topic: python function for time, speed and direction using GUI
- Replies: 2
- Views: 10047
python function for time, speed and direction using GUI
Hello Everyone, I have a question regarding speed, direction, and timer functions. I want to make five different speeds for ultrasonic generator with a time of up 10 seconds and directions (left and right). I want them with a graphical user interface (GUI) to be possible to press the speed, time, an...
- Mon Feb 15, 2021 9:07 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 9379
Re: [CS:S] Worldspawn touch problem
Thank you very much, this works perfectly!
- Sun Feb 14, 2021 7:29 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 9379
Re: [CS:S] Worldspawn touch problem
Try something like this: from entities.entity import Entity from entities.constants import WORLD_ENTITY_INDEX def is_player_on_world(player): try: return Entity.from_inthandle( player.ground_entity).index == WORLD_ENTITY_INDEX except OverflowError: return False
- Sun Feb 14, 2021 7:27 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 9379
Re: [CS:S] Worldspawn touch problem
Kami wrote:Wouldnt that Return true for a flash hitting the feet?
If the ground entity isn't -1, then that's the handle of the entity the player is standing on. You can retrieve it that way and check whether it's a flashbang or not:
Syntax: Select all
entity = Entity.from_inthandle(player.ground_entity)
- Sun Feb 14, 2021 7:19 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 9379
Re: [CS:S] Worldspawn touch problem
Wouldnt that Return true for a flash hitting the feet?
- Sun Feb 14, 2021 7:16 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 9379
- Sun Feb 14, 2021 6:46 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Worldspawn touch problem
- Replies: 5
- Views: 9379
[CS:S] Worldspawn touch problem
... print(touching.classname) The problem is, it does not work reliably. When I jump around it does not consistently work. I also tried start_touch, with even worse results. Groundflag is not an option I can use, as my plugin involves beeing hit by flashes at the feet, which sometimes ...
- Thu Dec 24, 2020 12:25 am
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 277554
Re: [HL2:DM] Crossbow
I noticed that some medications are blue instead of green, and some suit kits are yellow instead of blue. You can change the spotlight colors in the item_colors dictionary: item_colors = { 'item_battery': Color(255, 255, 25), 'item_healthkit': Color(25, 255, 55), ...
- Sat Dec 19, 2020 10:32 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 277554
Re: [HL2:DM] Crossbow
... (RecipientFilter(),)) @EntityPreHook( EntityCondition.equals_entity_classname('crossbow_bolt'), 'start_touch') def bolt_touch_pre(stack_data): entity = Entity._obj(stack_data[0]) # Is this a bolt? if 'crossbow_bolt' ...