Search found 84 matches
- Tue May 29, 2018 4:17 pm
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7387
Re: parent entity behaviour effects changed
okay it all works thanks
- Tue May 29, 2018 2:31 pm
- Forum: Plugin Development Support
- Topic: Draw Crosshair
- Replies: 5
- Views: 4868
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...
- Tue May 29, 2018 2:28 pm
- Forum: Plugin Development Support
- Topic: Draw Crosshair
- Replies: 5
- Views: 4868
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...
- Mon May 28, 2018 7:03 pm
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7387
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
- Mon May 28, 2018 5:21 pm
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7387
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...
- Mon May 28, 2018 5:40 am
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7387
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...
- Sun May 27, 2018 5:46 pm
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7387
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...
- Sun May 20, 2018 6:25 pm
- Forum: Plugin Development Support
- Topic: SP's update changes
- Replies: 8
- Views: 6207
Re: SP's update changes
okay whatever...
- Sun May 20, 2018 1:40 am
- Forum: Plugin Development Support
- Topic: SP's update changes
- Replies: 8
- Views: 6207
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...
- Sun May 20, 2018 12:47 am
- Forum: Plugin Development Support
- Topic: SP's update changes
- Replies: 8
- Views: 6207
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...
- Sat May 19, 2018 6:30 pm
- Forum: Plugin Development Support
- Topic: SP's update changes
- Replies: 8
- Views: 6207
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...
- Sun Nov 26, 2017 2:16 am
- Forum: Whatever
- Topic: OnServerActivate vs OnLevelInit
- Replies: 2
- Views: 11116
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..
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..
- Sun Nov 26, 2017 12:44 am
- Forum: Whatever
- Topic: OnServerActivate vs OnLevelInit
- Replies: 2
- Views: 11116
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...
- Fri Nov 24, 2017 9:06 pm
- Forum: Plugin Development Support
- Topic: entities accessible after roundrestart?
- Replies: 4
- Views: 4079
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.
- Fri Nov 24, 2017 9:03 pm
- Forum: Plugin Development Support
- Topic: entities accessible after roundrestart?
- Replies: 4
- Views: 4079
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
- Fri Nov 24, 2017 8:58 pm
- Forum: Plugin Development Support
- Topic: entities accessible after roundrestart?
- Replies: 4
- Views: 4079
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"...
- Thu Nov 23, 2017 8:43 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19201
Re: server init
okay, that is also how i do my workaround... i will just stick with my current code then.. thanks
- Thu Nov 23, 2017 8:34 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19201
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 ...
- Wed Nov 22, 2017 12:32 am
- Forum: Plugin Development Support
- Topic: copying entities
- Replies: 1
- Views: 2171
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(...
- Tue Nov 21, 2017 10:41 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19201
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...