Search found 331 matches
- Fri May 01, 2020 4:11 pm
- Forum: Plugin Development Support
- Topic: [HL2DM] UTIL_ImpactTrace
- Replies: 2
- Views: 9624
Re: [HL2DM] UTIL_ImpactTrace
You're spot on. I used asherkin's vtable dumper. But turns out that the issue was my server. Don't know how or why, but it got corrupted. So I reinstalled it along with SP and now the above signature and offset seem to work. You can get function address through virtual func and check what a function...
- Thu Apr 30, 2020 3:58 am
- Forum: Plugin Development Support
- Topic: Write File in Bytes
- Replies: 5
- Views: 5097
Re: Write File in Bytes
Hi, can't help you with the byte thing, but if you wish to avoid getting the stutter/freeze when loading or saving data, you can use GameThread : # ../gamethread/gamethread.py # Python from time import time # Source.Python from listeners.tick import GameThread from paths import GAME_PATH file_path =...
- Mon Apr 27, 2020 5:43 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
I managed to recreate the effect. https://i.imgur.com/8dB8Xw5.jpg # ../weapon_effects/weapon_effects.py # Source.Python from colors import Color from engines.precache import Model from entities.constants import RenderMode, RenderEffects from entities.entity import BaseEntity, Entity from entities.ho...
- Sun Apr 26, 2020 4:08 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
Haven't messed around with it yet, but I think it could be recreated using two func_rotating entities and two env_spritetrails. I'll do some testing in a few hours and report back.Painkiller wrote:Anything new yet on the effects of the weapons?
- Sun Apr 26, 2020 12:40 am
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
There is nothing wrong to use Entity over BaseEntity. Actually, you could be surprised: Whaaat?! I was under the impression that BaseEntity is much quicker to instantiate than Entity. How is this possible? This should prints weapon_awp, but prints weapon_glock because the awp was removed and its in...
- Sun Apr 26, 2020 12:21 am
- Forum: Plugin Development Support
- Topic: How to check if bullet flew through smoke?
- Replies: 6
- Views: 9002
Re: How to check if bullet flew through smoke?
Heh, needed the same thing a few months ago. Took me a while until I stumbled upon CBotManager::IsLineBlockedBySmoke() . Works in both CSS and CSGO, but you might need to fiddle around with the bloat argument in CSGO, since the shape of the smoke is a bit different from the CSS one. Either way it sh...
- Sat Apr 25, 2020 7:44 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
I think it stopped working with the SteamPipes update to prevent exploits. The same kind of exploits that were possible with weapon scripts (a server could send .txt version of the .ctx modifying anything and the clients would prioritize them on any servers, etc.). That's a real shame. They're rath...
- Sat Apr 25, 2020 12:24 am
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
They are probably parented particles: Particle effects! If they're unique particles, there's not much we can do to spawn them. From what I've noticed - only CSGO has the capability to precache custom particles without using a custom map. There is a lot of redundant casts going on here. A straight-f...
- Fri Apr 24, 2020 2:32 am
- Forum: Plugin Development Support
- Topic: [ANY/CSGO] Ragdoll PhysicsObject
- Replies: 4
- Views: 7735
Re: [ANY/CSGO] Ragdoll PhysicsObject
Cool, thanks for the new tools!
- Fri Apr 24, 2020 2:29 am
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
I haven't investigated so not sure of the feasibility with the current implementation, nor if this would cause other issues, but in theory, it could be easier to workaround than a recursion limit. An idea could be to use a vector that push back in pre and pop in post instead of only storing a singl...
- Thu Apr 23, 2020 4:39 pm
- Forum: Plugin Development Support
- Topic: [ANY/CSGO] Ragdoll PhysicsObject
- Replies: 4
- Views: 7735
Re: [ANY/CSGO] Ragdoll PhysicsObject
Thank you so much L'In20Cible! While I have you here, could you tell me what I'm doing wrong with this? # ../ragdolls/ragdolls.py # Source.Python from entities.entity import Entity from events import Event from memory import make_object from physics import PhysicsObject from players.dictionary impor...
- Thu Apr 23, 2020 4:20 am
- Forum: Plugin Development Support
- Topic: [ANY/CSGO] Ragdoll PhysicsObject
- Replies: 4
- Views: 7735
[ANY/CSGO] Ragdoll PhysicsObject
I've been messing around with server side ragdolls ( prop_ragdoll ), and I've ran into a wall. Since the ragdoll is made up of individual parts , I need to access certain bones, but I have no idea where to start (well.. sort of). There's this ragdoll_t struct that I keep seeing within the SDK, which...
- Thu Apr 23, 2020 4:02 am
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
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), ...
- Wed Apr 22, 2020 5:02 am
- Forum: Plugin Development Support
- Topic: [HL2DM] UTIL_ImpactTrace
- Replies: 2
- Views: 9624
[HL2DM] UTIL_ImpactTrace
While working on Painkiller's request , I tried to hook UTIL_ImpactTrace , but I'm not getting anywhere. # ../util_impact/util_impact.py # Source.Python import core import memory from memory import Convention, DataType from memory.hooks import PreHook server = memory.find_binary('server'...
- Wed Apr 22, 2020 4:51 am
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 65032
Re: [CSGO] Floating Damage Numbers
https://i.imgur.com/N7wbwgp.png If you're running the plugin with fdn_world_damage set to 1 , I suggest you update as soon as possible. There is a small typo in the 1.1 release which might've caused some performance issues (depending on how many players were on the server). And of course as soon as...
- Tue Apr 21, 2020 6:40 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
Update to the latest version of SP to receive the needed offsets and try this: # ../lights/lights.py # Source.Python from colors import Color from effects.base import TempEntity from effects.hooks import TempEntityPreHook from entities.entity import Entity, BaseEntity from entities.hooks import Enti...
- Fri Apr 17, 2020 5:34 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
For future reference in regards to default arguments in Python: https://docs.quantifiedcode.com/python-anti-patterns/correctness/mutable_default_value_as_argument.html Thank you for the link. Can't believe I hadn't seen this site before. So far so good, I need some more help. I'd like to apply it t...
- Fri Apr 17, 2020 5:23 pm
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 65032
Re: [CSGO] Floating Damage Numbers
Thank you ^_^ I will inform about bugs, first 10 min works fine Good! :grin: L'In20Cible, my man.. I love it when you give me suggestions! I'll update the code later tonight. Why not make a PR ? You could then remove your PlayerFDN class entirely, and updating would be automated by pushing the new ...
- Fri Apr 17, 2020 2:34 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Crossbow
- Replies: 96
- Views: 85964
Re: [HL2:DM] Crossbow
The problem is there: recipients=RecipientFilter()): Only the players that are connected at the time the plugin was loaded will ever see the effect (nobody if it was loaded on server start). Oooh, so default arguments are only evaluated once? Good to know. I've updated the code in my pr...
- Fri Apr 17, 2020 4:22 am
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 65032
Re: [CSGO] Floating Damage Numbers
https://i.imgur.com/N7wbwgp.png Added a way to create damage numbers for damage caused by the world (falling, drowning). To enable this feature, load the latest version of the plugin on your server once to first generate the config file. After doing that, head over to ../csgo/cfg/source-python/fdn/...