Search found 114 matches

by VinciT
Sat Aug 11, 2018 11:03 pm
Forum: Plugin Development Support
Topic: box
Replies: 17
Views: 3491

Re: Bounding box

In most games, you can use m_flModelScale to change the size of the player model. This also changes the size of the bounding box and the hitboxes. # ../resize/resize.py # Source.Python from players.entity import Player from commands.say import SayCommand # Resize the player / entity you are looking ...
by VinciT
Thu Aug 09, 2018 11:58 pm
Forum: Plugin Development Support
Topic: CSS models into CSGO
Replies: 1
Views: 685

Re: CSS models into CSGO

As for getting the models, you can extract them from your CS:S files. Download GCFScape , go to your CS:S files (..\Steam\steamapps\common\Counter-Strike Source\cstrike), and open the cstrike_pak_dir.vpk with GCFScape. On the left side, expand the models folder and then select the player folder. You...
by VinciT
Thu Aug 09, 2018 4:44 pm
Forum: Plugin Releases
Topic: [CSGO] Floating Damage Numbers
Replies: 5
Views: 2853

Re: [CSGO] Floating Damage Numbers

Thanks guys!

decompile wrote:Reminds me heavily from fortnite. :)
That's basically why I started working on this. Been playing Fortnite a lot lately.
by VinciT
Wed Aug 08, 2018 11:06 pm
Forum: Plugin Releases
Topic: [CSGO] Floating Damage Numbers
Replies: 5
Views: 2853

[CSGO] Floating Damage Numbers

https://i.imgur.com/9zwqJO1.png This plugin adds damage numbers / combat text commonly seen in RPG games to your server. The numbers can only be seen by the player who did the damage. Currently it only works in CS:GO , as that's the only game with the point_worldtext entity. I'm looking into using ...
by VinciT
Tue Aug 07, 2018 8:11 pm
Forum: Plugin Development Support
Topic: hegrenade detonate
Replies: 7
Views: 1960

Re: hegrenade detonate

I'm assuming Kami wants the grenade to detonate only if it hits the world.

Syntax: Select all

..
if touching.classname == "worldspawn":
..

Doesn't grenade_bounce get called when it touches other entities (players, props) as well?
by VinciT
Tue Aug 07, 2018 7:58 pm
Forum: Plugin Development Support
Topic: hegrenade detonate
Replies: 7
Views: 1960

Re: hegrenade detonate

I'm guessing the offset for detonate() is outdated. I'd update it but I have no idea how to get CS:GO offsets. However, I think this might help you: @EntityPostHook(EntityCondition.equals_entity_classname("hegrenade_projectile"), 'start_touch') def Entity_StartTouch...
by VinciT
Sun Aug 05, 2018 3:24 pm
Forum: Plugin Development Support
Topic: hooking "prethink" only runs when ducking [TF2]
Replies: 7
Views: 1781

Re: hooking "prethink" only runs when ducking [TF2]

Oh, I had no idea. That's awesome!
by VinciT
Fri Aug 03, 2018 5:58 pm
Forum: Plugin Development Support
Topic: hooking "prethink" only runs when ducking [TF2]
Replies: 7
Views: 1781

Re: hooking "prethink" only runs when ducking [TF2]

From what I've seen, no. Someone has to manually update the offsets.
Once the changes made on github make it into the latest build, you can run the sp update command on your server to get the latest version without changing the files yourself.
by VinciT
Fri Aug 03, 2018 5:47 pm
Forum: Plugin Development Support
Topic: How to use PlayerDictionary?
Replies: 2
Views: 729

Re: How to use PlayerDictionary?

The dictionary holds instances of the Player class you specified, in this case RTDPlayer . You can get a Player instance either by userid or index. player_dict = PlayerDictionary(factory=RTDPlayer) # Get Player instance by index. player = player_dict[index] # Get Player instance by userid. p...
by VinciT
Fri Aug 03, 2018 3:57 pm
Forum: Plugin Development Support
Topic: hooking "prethink" only runs when ducking [TF2]
Replies: 7
Views: 1781

Re: hooking "prethink" only runs when ducking [TF2]

I went ahead and updated all of the TF offsets.
by VinciT
Mon Jul 16, 2018 7:05 pm
Forum: General Discussion
Topic: RBG values to colour name Python
Replies: 1
Views: 759

Re: RBG values to colour name Python

Haven't really played around with color libraries, but these two seem to do what you need: webcolors and Optimized-RGB-To-ColorName.
As for removing shades of green from an image, I have no idea.
by VinciT
Tue May 29, 2018 4:01 pm
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 2262

Re: parent entity behaviour effects changed

I just tried it and yes, it did. It gave me the absolute origin.

Syntax: Select all

origin: Vector(0.0, 0.0, 0.0)
keyvalue origin: Vector(-1125.4588623046875, -899.1467895507812, 177.48202514648438)
by VinciT
Tue May 29, 2018 3:24 pm
Forum: Plugin Development Support
Topic: Draw Crosshair
Replies: 5
Views: 1208

Re: Draw Crosshair

Here's a simple and dirty way to get a crosshair on snipers (decompile's 3rd suggestion): https://gist.github.com/vinci6k/3c54ab66bc6cf13a060299c07997e9bc yes you can use screenoverlay + .vmt but i think that is not auto-adjusting to screensize, so really ugly. would not recommend.. I can think of t...
by VinciT
Mon May 28, 2018 6:51 pm
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 2262

Re: parent entity behaviour effects changed

Sorry for not answering your question. I remember having issues getting the proper origin of the weapon model the player was holding before, and I had no idea how to get the absolute origin. Which is why I thought SP didn't expose a way to get the absolute origin.
by VinciT
Mon May 28, 2018 1:39 am
Forum: Plugin Development Support
Topic: parent entity behaviour effects changed
Replies: 10
Views: 2262

Re: parent entity behaviour effects changed

When you parent an entity to another, the origin changes from world space to local space (space of the parent entity). This is probably why you are getting the false position, you are getting the local origin, not the world origin. "Every entity's position ('origin') is stored as a vector relat...
by VinciT
Mon May 21, 2018 9:24 pm
Forum: Plugin Development Support
Topic: Move player behind another
Replies: 2
Views: 815

Re: Move player behind another

Your solution works great, but I kept getting stuck in the ground on slopes. I'd probably just add a couple of checks to see if there's enough space behind the target. I took the is_in_solid() function from the Entity class and used it to check if the new position has enough space for the player to ...
by VinciT
Sun May 20, 2018 8:28 pm
Forum: Plugin Development Support
Topic: Spawn location of particle effect
Replies: 7
Views: 1444

Re: Spawn location of particle effect

I figured as much. The particle effect I ported works fine, but I got a lot of errors in my console. https://streamable.com/0skx5 Didn't find particle function Movement Set to Control Point Didn't find particle function Movement Set to Control Point Didn't find particle function Lifespan EndCap Time...
by VinciT
Sat May 19, 2018 9:42 pm
Forum: Plugin Development Support
Topic: SP's update changes
Replies: 8
Views: 1905

Re: SP's update changes

Speed0x wrote:is there any way i can view all changes in SP for x time? because i haven't updated SP for a while... and may need to update code... without trial and error... thanks again
I guess you could go through the commits on github?
by VinciT
Thu May 17, 2018 8:37 pm
Forum: Plugin Development Support
Topic: Spawn location of particle effect
Replies: 7
Views: 1444

Re: Spawn location of particle effect

I haven't played around with Source 2's particle editor at all, so I can't say if it's possible to use particle effects made for the new Dota 2. But it's definitely possible to bring old Dota 2 particle effects into CSGO, but I'm not sure if they will fully work. If you really want to use old Dota 2...
by VinciT
Thu May 17, 2018 6:44 pm
Forum: Plugin Development Support
Topic: How to block money award?
Replies: 6
Views: 1545

Re: How to block money award?

satoon101 wrote:To remove the message, you can use a HookUserMessage on SayText2.

I think it should be TextMsg, but HookUserMessage doesn't have it implemented.

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