Search found 1256 matches
- Thu Nov 03, 2016 2:36 pm
- Forum: Plugin Development Support
- Topic: Removal of print?
- Replies: 25
- Views: 15476
Re: Removal of print?
Do you run Python on the same machine as the server you tested on? If so, what version?
- Thu Nov 03, 2016 6:56 am
- Forum: Plugin Development Support
- Topic: Query client cvar
- Replies: 6
- Views: 5329
Re: Query client cvar
Not your fault, the docstring of that method is very mis-leading. I will try to update it soon.iPlayer wrote:Edit: fixed my misunderstanding of how convar querying works
- Thu Nov 03, 2016 6:45 am
- Forum: Plugin Development Support
- Topic: Removal of print?
- Replies: 25
- Views: 15476
Re: Removal of print?
→ https://github.com/Source-Python-Dev-Te ... issues/151
However, print works just fine on my side.
However, print works just fine on my side.
Syntax: Select all
# ../testing/testing.py
print('Hello!')
- Tue Nov 01, 2016 5:07 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Jet Pack Help
- Replies: 21
- Views: 32284
Re: [HL2:DM] Jet Pack Help
Any error into the ../logs/source-python/* files?
- Tue Nov 01, 2016 3:47 pm
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
At this point, I think you want to remove them all no matter what: from listeners import OnEntityCreated @OnEntityCreated def on_entity_created(base_entity): if base_entity.classname != 'env_screenoverlay': return base_entity.remove() Since you seem to have trouble installing...
- Tue Nov 01, 2016 3:32 pm
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
You are doing something wrong. I tested it and it work just fine.Painkiller wrote:Hello, that does not work.
- Tue Nov 01, 2016 3:24 pm
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
Why not check hammerid instead? Because this listener is called when it is allocated and added to the global list while a lot of stuff is done/linked in the post constructor . Which is the main reason why we manually link m_pNetworkable on the edict_t instance before calling the registered callback...
- Tue Nov 01, 2016 1:20 pm
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
Okay, I tested and it seems that on HL2:DM, OnServerActivate is called AFTER the entities has been created so the entity is never marked for deletion. Since this is for a single map, and that we know the index, I guess we can safely do the following: from engines.server import global_vars from liste...
- Tue Nov 01, 2016 7:37 am
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
What is the map in question?
- Sat Oct 29, 2016 1:01 pm
- Forum: Plugin Development Support
- Topic: Check if Entity exists
- Replies: 14
- Views: 8876
Re: Check if Entity exists
BaseEntity is a wrapper around CBaseEntity that get exported from the c++ side while Entity is an extension class that inherit from it and extend it adding some functionalities. A BaseEntity instance can either be a server-side entity (perform various task on the server but never sent to clients) o...
- Fri Oct 28, 2016 1:04 pm
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
This remove only those created by the map.
- Fri Oct 28, 2016 11:45 am
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
- Fri Oct 28, 2016 10:55 am
- Forum: Plugin Requests
- Topic: [HL2DM] Remove Map Overlays, Map game_ext and Map Music
- Replies: 25
- Views: 27732
Re: [HL2DM] Remove Map Overlays
from entities import BaseEntityGenerator from entities.entity import BaseEntity from entities.helpers import baseentity_from_edict from listeners import OnEntityCreated from listeners import OnServerActivate from memory import get_object_pointer from memory import make_object _marked_for_deletion =...
- Thu Oct 27, 2016 9:39 am
- Forum: Plugin Development Support
- Topic: Working with ProtobufMessage
- Replies: 9
- Views: 5838
Re: Working with ProtobufMessage
→ https://github.com/Source-Python-Dev-Team/Source.Python/commit/324c52cfc4483883a8146a38c3a49394a59e8410 EDIT: Okay, made more testing and this doesn't fix everything. Setting any fields will no longer cause a crash. However, getting string will cause one - I was testing with SayText2.chat so I did...
- Tue Oct 25, 2016 7:03 pm
- Forum: Plugin Development Support
- Topic: Vector.length - can only set int values?
- Replies: 2
- Views: 2302
Re: Vector.length - can only set int values?
Fixed in 2315e41, thank you for reporting!
- Sun Oct 23, 2016 6:40 am
- Forum: Plugin Development Support
- Topic: Check if Entity exists
- Replies: 14
- Views: 8876
Re: Check if Entity exists
Does that work with disconnecting clients? E.g. can't there be a case when a player has already disconnected, but their entity has yet to be removed or something? Other words, can I safely do this: player.delay(5.0, player.spawn) ? (omitting the "respawning a respawned player" iss...
- Sun Oct 23, 2016 3:41 am
- Forum: Plugin Development Support
- Topic: [CSGO] How can I disable the new client-side landing animation?
- Replies: 2
- Views: 3407
Re: [CSGO] How can I disable the new client-side landing animation?
By setting m_bClientSideAnimation to False, you tell the clients to stop predicting animations, so the fact it does disable that effect tell us it is entirely handled client-side and there is nothing we can do from a server-side plugin. I'm pretty sure there will be enough complains for them to add ...
- Sun Oct 23, 2016 1:29 am
- Forum: Plugin Development Support
- Topic: Check if Entity exists
- Replies: 14
- Views: 8876
Re: Check if Entity exists
→ https://github.com/Source-Python-Dev-Te ... 93a29f64b3
Syntax: Select all
entity.delay(1.2, entity.remove)
- Sat Oct 22, 2016 4:39 pm
- Forum: Plugin Development Support
- Topic: Check if Entity exists
- Replies: 14
- Views: 8876
Re: Check if Entity exists
For convenience, we could add an Entity.delay method that wrap the Delay class and internally cancel on entity deletion.
- Sat Oct 22, 2016 3:59 pm
- Forum: Plugin Development Support
- Topic: Check if Entity exists
- Replies: 14
- Views: 8876
Re: Check if Entity exists
Like I explained here about delaying spawn, same concept apply for delaying deletion. ⋅ Instead of having a function that call the spawn method on the passed player, you could simply delay that method to be called: Delay(cvars['autorespawn_delay'].get_int(), player.spaw...