Search found 331 matches
- Tue Oct 16, 2018 4:01 am
- Forum: Plugin Development Support
- Topic: Block round end
- Replies: 9
- Views: 8191
Re: Block round end
I took what Ayuto made earlier , changed the signatures, and I think I got the right arguments? (I took a peek at how the SM guys did it ) # ../terminate_round/terminate_round.py # Source.Python import core import memory from memory import Convention, DataType from memory.hooks import PreHook server...
- Mon Oct 15, 2018 6:31 pm
- Forum: Plugin Development Support
- Topic: SourceMod extensions in Source.Python?
- Replies: 3
- Views: 4958
Re: SourceMod extensions in Source.Python?
Holy hell, it works!
You had a small typo here (single equal sign instead of double):
That extension was the only reason I had to use SM with SP, thanks a lot Ayuto!
You had a small typo here (single equal sign instead of double):
Syntax: Select all
if core.PLATFORM == 'windows':
That extension was the only reason I had to use SM with SP, thanks a lot Ayuto!
- Mon Oct 15, 2018 2:50 pm
- Forum: API Design
- Topic: datamap dumps?
- Replies: 2
- Views: 34742
Re: datamap dumps?
You can get the latest datamaps by running sp dump datamaps <file_name> through your server console / rcon.
The file will be created in ..dod/logs/source-python/.
The file will be created in ..dod/logs/source-python/.
- Mon Oct 15, 2018 4:45 am
- Forum: Plugin Development Support
- Topic: SourceMod extensions in Source.Python?
- Replies: 3
- Views: 4958
SourceMod extensions in Source.Python?
There's a really nasty bug in HL2DM. If an NPC hits whatever the player is holding in their gravity gun, the server will crash. I've found a SourceMod extension that fixes this issue, and I'm wondering if there's a way to do same thing in Source.Python? #include "extension.h" #include &quo...
- Sat Oct 13, 2018 2:22 am
- Forum: General Discussion
- Topic: Performance issue!!!
- Replies: 30
- Views: 23782
Re: Performance issue!!!
If Ayuto's guess about the dead property is right, you could try using the player.life_state instead ( SourceMod does it this way ). from players.constants import LifeState if player.life_state == LifeState.ALIVE: print('This player is alive!') I don't know if this would improve the ...
- Mon Oct 08, 2018 3:42 am
- Forum: Plugin Requests
- Topic: [HL2:DM] player_death effect combine_ball
- Replies: 3
- Views: 5324
Re: [HL2:DM] player_death effect combine_ball
Give this a shot: # ../death_effect/death_effect.py # Source.Python from colors import Color from events import Event from entities.entity import Entity from players.dictionary import PlayerDictionary EFFECT_ALPHA = 255 EFFECT_COLOR = Color(255, 255, 255) EFFECT_LIFETIME = 20 player_instance...
- Sat Oct 06, 2018 11:04 pm
- Forum: Code examples / Cookbook
- Topic: [ANY] Smooth field of view (FOV) change
- Replies: 0
- Views: 35705
[ANY] Smooth field of view (FOV) change
Here's a little function that should help with smooth FOV transitions. This should work in any Source Engine game (tested in HL2DM, CSS, and CSGO). https://gist.github.com/vinci6k/3609e8dd32d7bd3e9d8eadd5d6490f42 https://media.giphy.com/media/5hmjETpa7bTUtYFZoK/giphy.gif https://media.giphy.com/medi...
- Sat Oct 06, 2018 7:51 pm
- Forum: Plugin Releases
- Topic: Paintball
- Replies: 9
- Views: 20427
Re: Paintball
HL2DM doesn't have the bullet_impact event that this plugin uses, which is why it doesn't work in that game.
I believe the workaround for this would be to hook FireBullets (needs an offset) or TE_HL2MPFireBullets (needs a signature).
I believe the workaround for this would be to hook FireBullets (needs an offset) or TE_HL2MPFireBullets (needs a signature).
- Thu Oct 04, 2018 1:36 am
- Forum: General Discussion
- Topic: Sourcepython on Linux (seems very unstable)
- Replies: 9
- Views: 8199
Re: Sourcepython on Linux (seems very unstable)
The alpha issue is not a problem with SP itself. It's the nature of that functionality in CS:GO. Valve did add a cvar that enables setting the player alpha, iirc, but I don't remember what it is. Satoon's right, setting sv_disable_immunity_alpha to 1 will allow you to change the alpha of the player.
- Tue Oct 02, 2018 2:58 pm
- Forum: Plugin Development Support
- Topic: How to run rcon commands
- Replies: 2
- Views: 3780
Re: How to run rcon commands
You can use queue_command_string for that: from engines.server import queue_command_string # Change the map to de_dust2. queue_command_string('changelevel de_dust2') # Change the gravity. queue_command_string('sv_gravity 200') # Enable cheats. queue_command_string(...
- Fri Sep 28, 2018 3:57 pm
- Forum: General Discussion
- Topic: Left 4 Dead 1 Support
- Replies: 9
- Views: 10364
Re: Left 4 Dead 1 Support
You can download the server files for Linux by using @sSteamCmdForcePlatformType linux before app_update.
- Fri Aug 17, 2018 7:03 pm
- Forum: Plugin Development Support
- Topic: box
- Replies: 17
- Views: 13668
Re: Bounding box
It is more than important. The model is the shape of your trigger. Take in example bombsites, they are brush entities (you can use their model on other entities using *x or x* I don't remember if the asterisk is prefixed or suffixed -- been years last time I played with that, where x is their pre-c...
- Fri Aug 17, 2018 4:23 am
- Forum: Plugin Development Support
- Topic: box
- Replies: 17
- Views: 13668
Re: Bounding box
I completely forgot that crouching changes the bounding box! I've updated the plugin in my previous post based on a couple of your points. When it comes to the model, isn't it irrelevant what the model itself is? The trigger_multiple is a brush entity, so the model shouldn't matter, right? I'm not 1...
- Thu Aug 16, 2018 9:09 pm
- Forum: Plugin Development Support
- Topic: box
- Replies: 17
- Views: 13668
Re: Bounding box
Maybe you can accomplish what you want by parenting an entity to the player that has your desired dimensions/collision or maybe hook ontouch and push the grenade when it hits that entity or the player? (There are some caveats with that though, search the forums) Great idea Doldol! I kept trying to ...
- Mon Aug 13, 2018 9:15 pm
- Forum: Whatever
- Topic: Silly ES question :)
- Replies: 4
- Views: 13279
Re: Silly ES question :)
Did you run the ese convert <your addon name> command through the server console (or rcon)?
I think you can change cPickle to pickle to fix the loading issue.
I think you can change cPickle to pickle to fix the loading issue.
- Mon Aug 13, 2018 7:32 pm
- Forum: Whatever
- Topic: Silly ES question :)
- Replies: 4
- Views: 13279
Re: Silly ES question :)
Have you tried using Ayuto's EventScripts Emulator?
- Sun Aug 12, 2018 1:07 am
- Forum: Plugin Development Support
- Topic: box
- Replies: 17
- Views: 13668
Re: Bounding box
Look at a player and type these in your console:velocity wrote:How did you display the boxes in-game?
Code: Select all
cl_ent_absbox
cl_ent_rbox
cl_ent_bbox
- Sat Aug 11, 2018 11:03 pm
- Forum: Plugin Development Support
- Topic: box
- Replies: 17
- Views: 13668
Re: Bounding box
In most games, you can use m_flModelScale to change the size of the player model. This also changes the size of the bounding box and the hitboxes. # ../resize/resize.py # Source.Python from players.entity import Player from commands.say import SayCommand # Resize the player / entity you are looking ...
- Thu Aug 09, 2018 11:58 pm
- Forum: Plugin Development Support
- Topic: CSS models into CSGO
- Replies: 1
- Views: 2708
Re: CSS models into CSGO
As for getting the models, you can extract them from your CS:S files. Download GCFScape , go to your CS:S files (..\Steam\steamapps\common\Counter-Strike Source\cstrike), and open the cstrike_pak_dir.vpk with GCFScape. On the left side, expand the models folder and then select the player folder. You...
- Thu Aug 09, 2018 4:44 pm
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 65301
Re: [CSGO] Floating Damage Numbers
Thanks guys!
That's basically why I started working on this. Been playing Fortnite a lot lately.decompile wrote:Reminds me heavily from fortnite. :)