Search found 77 matches

by quartata
Tue Nov 08, 2016 1:50 am
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8644

Re: CVEngineServer::CreateFakeClient

Well shoot, I didn't realize it was already exported. Awkward...
by quartata
Mon Nov 07, 2016 11:54 pm
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8644

CVEngineServer::CreateFakeClient

Hello again, I'm trying to use the memory module to call CVEngineServer::CreateFakeClient (since currently I am using the bot console command to spawn bots which is ugly since console commands don't block and I don't get an index or anything back). I have the vtable index (54), but I can't find anyw...
by quartata
Sat Nov 05, 2016 3:24 pm
Forum: Plugin Development Support
Topic: Nav mesh functions
Replies: 10
Views: 7839

Re: Nav mesh functions

Ayuto wrote:You can use the py2to3 converter to update that library to Python 3.

There was only a couple of things so I just did it by hand.
by quartata
Sat Nov 05, 2016 3:00 pm
Forum: Plugin Development Support
Topic: Nav mesh functions
Replies: 10
Views: 7839

Re: Nav mesh functions

I was interested by this quite a bit, so I went digging myself :P Enjoy! https://code.google.com/archive/p/sourcelibs/source/default/source from navlib import NAV nav_data = NAV(<path to nav file>) Woo, thanks for unearthing this! I see a couple bits of Python 2 code that I'll have to fix b...
by quartata
Fri Nov 04, 2016 9:43 pm
Forum: Plugin Development Support
Topic: Nav mesh functions
Replies: 10
Views: 7839

Nav mesh functions

I'd like to be able to retrieve the navigation mesh area a certain point is in and get its dimensions; are there any built-in navmesh functions that would let me do that or do I need to parse the .nav file myself?
by quartata
Tue Aug 09, 2016 10:52 pm
Forum: Plugin Requests
Topic: [TF2] Switch Team on death (For red only)
Replies: 12
Views: 10657

Re: [TF2] Switch Team on death (For red only)

Woops, noticed that you wanted it to start when setup ends not when the round begins. Should do that now.
by quartata
Tue Aug 09, 2016 10:48 pm
Forum: Plugin Requests
Topic: [TF2] Switch Team on death (For red only)
Replies: 12
Views: 10657

Re: [TF2] Switch Team on death (For red only)

Should be as simple as: from commands.typed import TypedServerCommand from events import Event from events.manager import event_manager from players.entity import Player @TypedServerCommand("switch_death_on") def switch_enable(command_info): try: event_manager.register_for_...
by quartata
Sat Aug 06, 2016 8:06 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

All right, I think I got it working. Thanks.
by quartata
Sat Aug 06, 2016 4:14 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

Ayuto wrote:
quartata wrote:Ooh, I didn't know about those last two arguments to the Ray constructor. What do they do?

They create a box like trace. In this case the trace is the player's bounding box.


Oh, well that helps a lot. I'll try that then.
by quartata
Sat Aug 06, 2016 4:03 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

iPlayer wrote:You can adapt is_in_solid to your needs: https://github.com/Source-Python-Dev-Te ... ty.py#L488


Ooh, I didn't know about those last two arguments to the Ray constructor. What do they do?
by quartata
Sat Aug 06, 2016 4:02 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

Hmm, I don't even think a simple ray trace would be good enough for detecting places where the player would fall and take damage. Take this spot on Snakewater mid: http://i.imgur.com/zMlbN04.jpg All the traces go through the crack between the logs, so the function thinks there's no where I can move ...
by quartata
Sat Aug 06, 2016 3:50 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

OK, so origin of the player entity != model origin. Oops :P Using the eye location makes it work, but even when I'm against a wall it still thinks I can move towards it since the 16 unit offset from the center isn't enough to make it stick inside the wall. I think ray tracing alone isn't quite the r...
by quartata
Sat Aug 06, 2016 12:54 am
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

When outside of the func_respawnroom, the rays aren't hitting anything at all it seems when I'm on the ground, but in the air it's fine. The rays shouldn't be starting in the ground (or at least not all of them); the surface is completely flat and I'm starting from the origin of the player (which sh...
by quartata
Sat Aug 06, 2016 12:52 am
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

How peculiar. Turns out it was the func_respawnroom (despite the fact that it's not solid)...
by quartata
Fri Aug 05, 2016 11:43 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

By the way, there's a lose connection between description of the idea in the first post and the code you've provided. Maybe you could describe the function and the reason you need to make those offsets? At least I didn't get it. The first post was kinda misleading, sorry. It's a helper function for...
by quartata
Fri Aug 05, 2016 4:19 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

Just to confirm, I extended TraceFilterSimple and added a print statement to should_hit_entity and it's never called. So it's definitely not an entity (which is good, that means that TraceType.WORLD_ONLY is doing what it's supposed to do). But I don't understand why the surface mask doesn't seem to ...
by quartata
Tue Aug 02, 2016 12:54 am
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

What if you replace this: TraceFilterSimple(trace_type=TraceType.WORLD_ONLY) With: TraceFilterSimple(ignore=[player.index for player in PlayerIter()], trace_type=TraceType.WORLD_ONLY) No change. I also tried earlier making my own trace filter that always returned False for s...
by quartata
Mon Aug 01, 2016 8:54 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

Relevant snippet of it: directions = [ [8, Vector(16, 0, 0), 16], # forward [1032, Vector(8, 8, 0), 11.314], # forward + right [1024, Vector(0, 16, 0), 16], # right [1040, Vector(-8, 8, 0), 11.314], # backwards + right [16, Vector(-16, 0, 0), 16], # backwards ...
by quartata
Mon Aug 01, 2016 5:04 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Re: Ray trace hitting TEAM1 surface

iPlayer wrote:Have you tried using ContentMasks.SOLID_BRUSH_ONLY as your mask?


Yeah I tried it and PLAYER_SOLID_BRUSH_ONLY, they don't change anything.
by quartata
Mon Aug 01, 2016 3:40 pm
Forum: Plugin Development Support
Topic: Ray trace hitting TEAM1 surface
Replies: 20
Views: 12033

Ray trace hitting TEAM1 surface

Hello again. I'm making a TF2 plugin and I'm trying to do a ray trace from the player's current position straight down that only hits brushes, but I keep hitting a surface at the player's position with a surface flag of TEAM1. I'm not quite sure what this flag is (looking it up told me that it has s...

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