Search found 200 matches

by Doldol
Sun Aug 30, 2015 7:43 pm
Forum: General Discussion
Topic: CSGO: Ranking system
Replies: 4
Views: 4744

You can't get that information unless they are on your friendslist and they're ingame, or you've just played a match against or with that person.
by Doldol
Sat Aug 08, 2015 7:47 pm
Forum: General Discussion
Topic: SourcePython and Windows 10 seems to not work well
Replies: 2
Views: 2918

Well CSGO seems to work without issue so far, but the issues remain on CSS.
I've tried to run with developer and logging CVars fully enabled, but it doesn't seem to dump any error messages whatsoever.
by Doldol
Fri Aug 07, 2015 7:11 pm
Forum: General Discussion
Topic: SourcePython and Windows 10 seems to not work well
Replies: 2
Views: 2918

SourcePython and Windows 10 seems to not work well

I recently upgraded the PC running my local test server to Windows 10. The SP version I'm using I compiled on that same PC with VC 2010 from the master branch under a week ago. I seem to be running into all kinds of issues, using a SayCommand or PreEvent crashes the server (haven't tested much other...
by Doldol
Wed Jul 22, 2015 9:15 pm
Forum: Plugin Development Support
Topic: Extending the plugin with C++
Replies: 9
Views: 5485

You'd generally just write your code in C, compile it into a library (think .dll/.so), and load it with python using something like the ctypes library. This isn't SP specific, it's applicable to most Python applications. If you want to modify SP, you'll have to create your own fork, compile it yours...
by Doldol
Wed Jul 01, 2015 9:03 pm
Forum: General Discussion
Topic: CSGO: match point
Replies: 4
Views: 4382

I think he means that when for example you play a CSGO competitive game you'll play 30 rounds or first team to get to 16 wins. So for example: The game would stop when the score is 16 wins for CT, 5 wins for T. He's proposing to make it so that in the above example the remaining 9 rounds would be pl...
by Doldol
Sun Jun 14, 2015 6:40 pm
Forum: Plugin Development Support
Topic: EntityPreHook 'bump_weapon'
Replies: 7
Views: 4795



Is the same philosophy then not also applicable to CommandReturn?
by Doldol
Sun Jun 14, 2015 6:08 pm
Forum: Plugin Development Support
Topic: EntityPreHook 'bump_weapon'
Replies: 7
Views: 4795

Why not abstract it like with CommandReturn.BLOCK, etc?

I think that would make it more obvious to people.
by Doldol
Wed Jun 10, 2015 8:23 pm
Forum: Plugin Development Support
Topic: [CSS] Creating a usable, destroyable prop.
Replies: 8
Views: 7162

stonedegg wrote:The m_takedamage property works fine for me on a dynamic prop in csgo. The only difference is that I set it after I spawn it. Did you try that?


Urh, of course that's it :) . It works now, thanks!
by Doldol
Wed Jun 10, 2015 7:26 pm
Forum: Plugin Development Support
Topic: [CSS] Creating a usable, destroyable prop.
Replies: 8
Views: 7162

I had problems when setting the health keyvalue/property on prop_dynamic_override in csgo (it didn't do anything), entity.call_input('SetHealth', 200) worked fine for me. Just in case you run into the same problem with a physics prop. Yes, thanks! Using this after spawning the entity seems to be th...
by Doldol
Wed Jun 10, 2015 4:26 pm
Forum: Plugin Development Support
Topic: [CSS] Creating a usable, destroyable prop.
Replies: 8
Views: 7162

Ayuto wrote:I could imagine that the info_target entity implements its own Use() method. So, your hook only gets called when you press +USE on an info_target entity. Try hooking it on prop_physics_override.


Yup, you are right, that works now! Thanks for that!

Any clue on how to set the props's health?
by Doldol
Wed Jun 10, 2015 5:40 am
Forum: Plugin Development Support
Topic: [CSS] Creating a usable, destroyable prop.
Replies: 8
Views: 7162

[CSS] Creating a usable, destroyable prop.

I'm trying to create a usable and destroyable prop, I'm however seemingly unable to set the prop's health, and I cannot detect +use on the prop. MEDKIT_MODEL = Model("models/items/healthkit.mdl") def spawn_medkit(origin): medkit = Entity(create_entity("prop_phy...
by Doldol
Fri Jun 05, 2015 12:32 am
Forum: Plugin Development Support
Topic: Navigation data/meshes
Replies: 2
Views: 2796

https://github.com/AnthonyIacono/War3SourceV2/tree/master/Nav Here's some information on how to parse it if you can't find anything easily accessible in the engine. Yup, I think I got it to work, quickly but dirty (my map version was 9, I only translated the code applicable to that version). (Class...
by Doldol
Thu Jun 04, 2015 9:20 pm
Forum: Plugin Development Support
Topic: Navigation data/meshes
Replies: 2
Views: 2796

Navigation data/meshes

Long story short, I was working on a death match spawn system and dreading the thought of having to setup spawn points for it, but then I realised that .nav files essentially already have detailed data of this kind, and I was thinking about just using locations marked hiding spots in the nav data as...
by Doldol
Wed Jun 03, 2015 9:58 pm
Forum: Plugin Development Support
Topic: Radar possebilities?
Replies: 15
Views: 12699

Thanks, this ended up working: for player_manager in EntityIter('cs_player_manager', return_types="entity"): break @Tick def tick_listener(): for index in PlayerIter('alive', return_types='index'): player_manager.set_property_int("m_...
by Doldol
Wed Jun 03, 2015 9:02 pm
Forum: Plugin Development Support
Topic: Radar possebilities?
Replies: 15
Views: 12699

Something like this should works: from entities import EntityGenerator from filters.players import PlayerIter from listeners.tick import Tick for player_manager in EntityGenerator('cs_player_manager'): break @Tick def tick_listener(): for index in PlayerIter('alive&#...
by Doldol
Tue Mar 24, 2015 12:58 am
Forum: General Discussion
Topic: Crashes upon map change.
Replies: 36
Views: 22134

If this can be of any help:
On at least CSS, if during a map change you try to interact with the game and use an index, you'll crash. (I believe I was converting from a userid to an index.)

This seems logical to me, but could be causing this issue? I'm not sure, but I thought I'd mention it.
by Doldol
Tue Mar 10, 2015 2:35 am
Forum: News & Announcements
Topic: A new release!
Replies: 7
Views: 27410

Question/suggestion: Have you guys looked at a continuous integration service like Travis or Gitlab-CI? I think that it would be especially useful to get less technically savvy people (like a general server manager) in on this project and help grow SP's popularity. Since they wouldn't have to compil...
by Doldol
Fri Feb 06, 2015 9:40 pm
Forum: Plugin Development Support
Topic: [SOLVED] Using Python's threading with SP
Replies: 5
Views: 4629

FYI That is not a perfect solution, as your thread will continue to run even when you unload your plugin. You'll have to code some signalling in to stop the Thread when the plugin is unloaded. Edit: What about something like this (subclassing ftw!): import time, threading from core import AutoUnload...
by Doldol
Tue Feb 03, 2015 8:40 pm
Forum: Plugin Development Support
Topic: How to reset the player's sound to normal on player_blind?
Replies: 55
Views: 29302

Maybe we can have a soundhook like sourcemod it has: https://github.com/pmrowla/sourcemod-central/blob/master/extensions/sdktools/vsound.cpp Simple example here: https://forums.alliedmods.net/showthread.php?t=252979 That would be nice You can most likely have this if you can find out which function...
by Doldol
Wed Jan 21, 2015 1:22 am
Forum: Plugin Development Support
Topic: add_ammo,add_clip attributes don't work
Replies: 4
Views: 4718

I think that it would help everyone if you provided the code that generated that log. :)

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