Search found 1411 matches

by Ayuto
Sat Oct 17, 2020 5:22 pm
Forum: Development Status Updates
Topic: Development status update (September 2020)
Replies: 0
Views: 8015

Development status update (September 2020)

It's time for another development status update! ⋅ Fixes: ⋅  Fixed issue #350. ⋅ Additions: ⋅  Added <BaseClient/Player>.fire_game_event. ⋅  Added CachedProperty.bind. ⋅  Added post_think offsets for CBasePlayer in TF2. ⋅  Added n...
by Ayuto
Sat Oct 17, 2020 5:16 pm
Forum: General Discussion
Topic: Unable to run ubuntu server with Source Python Ubuntu 16.04
Replies: 1
Views: 2301

Re: Unable to run ubuntu server with Source Python Ubuntu 16.04

You can add the following to your startup line:

Code: Select all

-condebug +developer 1
This should generate a console.log in your /home/csgo directory. It should provide a little bit more information.
by Ayuto
Fri Oct 02, 2020 6:24 am
Forum: Plugin Development Support
Topic: [HL2DM/ANY] Hooking VphysicsCollision
Replies: 13
Views: 6945

Re: [HL2DM/ANY] Hooking VphysicsCollision

Exactly! Btw. I don't think you need to register a converter. IIRC, you have to use the C++ class name (CBaseEntity in that case).
by Ayuto
Fri Sep 25, 2020 2:19 pm
Forum: General Discussion
Topic: SQL results to MS Teams using Python in table format
Replies: 7
Views: 18993

Re: SQL results to MS Teams using Python in table format

You can also try one of my old snippets (Python 2 - might need to be updated for Python 3): https://pastebin.com/aR6GqVBi There might be better libraries today (I haven't searched). You will use it like this: from ascii_table import AsciiTable table = AsciiTable('Column A', 'Column B...
by Ayuto
Sun Sep 20, 2020 3:29 pm
Forum: Plugin Development Support
Topic: BaseHandle to Index conversion failure
Replies: 3
Views: 2800

Re: BaseHandle to Index conversion failure

There were changes to the CTakeDamageInfo class which we haven't taken into account yet. This was a CSGO specific change.
by Ayuto
Tue Sep 01, 2020 5:04 pm
Forum: Development Status Updates
Topic: Development status update (August 2020)
Replies: 0
Views: 8832

Development status update (August 2020)

It's time for another development status update! ⋅ Fixes: ⋅  Correctly updated DynamicHooks. ⋅  Fixed a typo in one of the CFogController inputs. ⋅  Fixed issue #346. ⋅  Fixed a circular reference leak related to cached_result. ⋅ Additions:...
by Ayuto
Fri Aug 14, 2020 3:00 pm
Forum: Development Status Updates
Topic: Development status update (July 2020)
Replies: 0
Views: 8246

Development status update (July 2020)

It's time for another development status update! ⋅ Fixes: ⋅  Fixed conversion to tuple from std::vector<DataType_t>. ⋅  Fixed an issue where Non-networked entities could not be created. ⋅ Additions: ⋅ Removals: ⋅ Changes: The full changelog...
by Ayuto
Fri Jul 24, 2020 6:14 pm
Forum: Plugin Development Support
Topic: Csgo OnTakeDamage
Replies: 2
Views: 3262

Re: Csgo OnTakeDamage

A new version is now available on the download page.
by Ayuto
Fri Jul 24, 2020 12:51 pm
Forum: Plugin Development Support
Topic: Csgo OnTakeDamage
Replies: 2
Views: 3262

Re: Csgo OnTakeDamage

There was a change in the TakeDamageStructure. The hl2sdk has been already updated, so I will just need to recompile it later today. Thanks for reporting!
by Ayuto
Thu Jul 23, 2020 5:41 pm
Forum: Plugin Development Support
Topic: How to check how many players in team and get their values
Replies: 8
Views: 5888

Re: How to check how many players in team and get their values

I might be a little bit late to the party, but I would go with a dict to store all possible team counts. This works for every game -- the keys might just be a little bit different in other games. from filters.players import PlayerIter from collections import defaultdict def get_team_counts()...
by Ayuto
Sun Jul 19, 2020 5:48 pm
Forum: Code examples / Cookbook
Topic: *DELETED*
Replies: 3
Views: 18655

Re: [DEV/ASM/(Windows)] How to run assembler opcodes.

That was actually one of my thoughts as well when I created that snippet. But I refused that idea, because it would mean a lot work and I had no need for this at that point. It would just be a great exercise!
by Ayuto
Sun Jul 19, 2020 4:23 pm
Forum: Code examples / Cookbook
Topic: *DELETED*
Replies: 3
Views: 18655

Re: [DEV/ASM/(Windows)] How to run assembler opcodes.

Nice! Though, it's a little bit easier in with the Source.Python modules (plus it's compatible with Linux):
by Ayuto
Thu Jul 16, 2020 5:42 pm
Forum: Development Status Updates
Topic: Development status update (June 2020)
Replies: 0
Views: 8131

Development status update (June 2020)

It's time for another development status update! ⋅ Fixes: ⋅  Fixed a memory leak when dynamically creating menus. ⋅ Additions: ⋅  Error messages in typed commands are now translated. ⋅ Removals: ⋅ Changes: ⋅  Player.get_godmode() ...
by Ayuto
Fri Jun 26, 2020 10:05 pm
Forum: Plugin Development Support
Topic: [TF2] Hooking Server Log
Replies: 5
Views: 4384

Re: [TF2] Hooking Server Log

Or simply type "sp dump class_info class_info".
by Ayuto
Fri Jun 26, 2020 9:34 am
Forum: Plugin Development Support
Topic: [TF2] Suppress mp_tournament_whitelist output
Replies: 2
Views: 3387

Re: [TF2] Suppress mp_tournament_whitelist output

The cleanest way would be to find the correct memory address and fill the part that calls the function Msg with NOP instructions. The easiest and most stable way would be to hook the server output like shown here:
viewtopic.php?f=20&p=14278#p14278
by Ayuto
Fri Jun 26, 2020 9:04 am
Forum: Plugin Development Support
Topic: [TF2] Hooking Server Log
Replies: 5
Views: 4384

Re: [TF2] Hooking Server Log

If you want to to hook the complete server output, you can use the OnServerOutput listener: http://wiki.sourcepython.com/developing/module_tutorials/listeners.html#onserveroutput If you want to get the server output at a specific time (e. g. when executing a command), you can use context manager ser...
by Ayuto
Wed Jun 24, 2020 10:11 am
Forum: Whatever
Topic: *DELETED*
Replies: 10
Views: 9835

Re: [Warning] Signature bug!

I was hoping the admin setting I changed would do the job, but apperently it didn't. I guess I will pass this on to Muerte.
by Ayuto
Mon Jun 22, 2020 1:36 pm
Forum: Whatever
Topic: *DELETED*
Replies: 10
Views: 9835

Re: [Warning] Signature bug!

Changed it, thank you!
by Ayuto
Sat Jun 20, 2020 9:47 am
Forum: API Design
Topic: Repeats and Delays based on ticks
Replies: 15
Views: 28727

Re: Repeats and Delays based on ticks

I don't think it's so import but it is good to have this: open_menu(index, menu, force_active=False) for unexpected menus (vote, questions) and general be open_menu(index, menu, force_active=True) by default. I would actually do it vice-versa. The programmer should explicitly set force_active to Tr...
by Ayuto
Fri Jun 19, 2020 9:01 am
Forum: API Design
Topic: Repeats and Delays based on ticks
Replies: 15
Views: 28727

Re: Repeats and Delays based on ticks

Also you initially showed a good idea to have backroungd menus. I mean if you open new menu while another is active, old menu is added to background menus and can be reopened early, but you implemented it in weird way: when a new menu is opened it does not overlap the old, it is immediately added t...

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