Search found 416 matches

by decompile
Thu May 19, 2016 1:04 am
Forum: Plugin Development Support
Topic: Hook Map End
Replies: 2
Views: 2311

Re: Hook Map End

Thank you! Awesome
by decompile
Thu May 19, 2016 12:57 am
Forum: Plugin Development Support
Topic: Hook Map End
Replies: 2
Views: 2311

Hook Map End

Is there a way to hook up the MapEnd?

Something like

@OnMapEnd

So I could auto save the playtime from map&players
by decompile
Mon May 02, 2016 4:08 pm
Forum: Plugin Development Support
Topic: Calculating Player Sync Movement
Replies: 3
Views: 3159

Calculating Player Sync Movement

Hey Guys, How can you calculate players movement sync with SP? Its pretty simple with SourcePawn #include <sourcemod> #include <sdktools> float g_fOldAngle[MAXPLAYERS+1]; int gi_TotalTicks[MAXPLAYERS+1]; int gi_SyncedTicks[MAXPLAYERS+1]; public Action:OnPlayerRunCmd(client, &buttons, &impuls...
by decompile
Fri Apr 29, 2016 9:01 pm
Forum: Plugin Requests
Topic: Switch to Spec and Hide Player/Chat
Replies: 1
Views: 3300

Switch to Spec and Hide Player/Chat

Hey, I want to request a plugin which has following plugins. !hidechat => Hides all chat messages from players. !hide => Hides all players/Invinsible clientside !spec <playername/NO BOTS/Alive> => Move to spec if hes not already and spectate the selected human user by name !specbot <playername/ONLY ...
by decompile
Fri Apr 29, 2016 8:23 pm
Forum: Plugin Releases
Topic: [ANY] Infinite Jumping (aka AutoBHop)
Replies: 6
Views: 9648

Re: Infinite Jumping (aka AutoBHop)

Thank you!

I was looking for that but only found SM versions of that.
by decompile
Mon Apr 25, 2016 9:53 pm
Forum: Plugin Development Support
Topic: Get units/s
Replies: 8
Views: 6661

Re: Get units/s

How can I get the the units without z? So the actuall forward speed?
by decompile
Tue Apr 19, 2016 3:07 pm
Forum: Plugin Development Support
Topic: More questions
Replies: 26
Views: 17997

Re: More questions

def isOnGround(self): if PlayerEntity(self.index).ground_entity == INVALID_ENTITY_INTHANDLE: return False else: return True Is this actually working? I created a test command which prints if im on ground or not. Tried both in air and on ground but both returns only True
by decompile
Sat Apr 16, 2016 12:26 pm
Forum: Plugin Development Support
Topic: Changing player velocity
Replies: 5
Views: 4180

Still having problems with that on CS:S Windows:
When I want to reset the players speed.

Syntax: Select all

<Player>.teleport(<Player>.origin, None, Vector())

or

Syntax: Select all

<Player>.teleport(None, None, Vector())

both doesnt work..
by decompile
Mon Apr 11, 2016 11:28 pm
Forum: Plugin Development Support
Topic: Prevent Double Jump
Replies: 10
Views: 8369

Just tested this abit and found out that this is not the best way or pretty useless. so lets say the pre_on_land fires this function def onGround(self): self.stagejumps = 0 self.totaljumps = 0 And we have this for jumps (fired by player_jump event) def jumpEvent(self): self.jumps+= 1...
by decompile
Fri Apr 08, 2016 8:25 pm
Forum: Plugin Releases
Topic: [ANY] DeadChat
Replies: 14
Views: 12837

Loaded ingame getting

AttributeError: 'str' object has no attribute 'get_string_array' for every msg
by decompile
Fri Apr 08, 2016 7:57 pm
Forum: Plugin Releases
Topic: [ANY] DeadChat
Replies: 14
Views: 12837

[SP] Successfully loaded plugin 'deadchat'.

Works!
by decompile
Fri Apr 08, 2016 2:07 pm
Forum: Plugin Releases
Topic: [ANY] DeadChat
Replies: 14
Views: 12837

Getting an import error in

Syntax: Select all

import info


and when I bypass it Ill get
saytext2_filter = server[SAYTEXT2_FILTER_IDENTIFIER].make_function(

ValueError: Could not find signature.


[SP] Plugin 'deadchat' was unable to be loaded.


CS:S Windows

Would this work for spectator team chat too?
by decompile
Thu Apr 07, 2016 11:21 pm
Forum: Plugin Development Support
Topic: How to create config files/ convars
Replies: 3
Views: 2723

Thank you!
by decompile
Thu Apr 07, 2016 11:17 pm
Forum: Plugin Development Support
Topic: Modifying chat with sayfilter but SayCommand doesnt "register"
Replies: 84
Views: 58711

Awesome!
by decompile
Thu Apr 07, 2016 9:48 pm
Forum: Plugin Development Support
Topic: Modifying chat with sayfilter but SayCommand doesnt "register"
Replies: 84
Views: 58711

Try this from filters.recipients import RecipientFilter # ... @PreHook(send_user_message) def pre_send_user_message(args): args[1] = RecipientFilter() # If we don't pass any filters, this RecipientFilter will target all existing players # ... Wouldn't this send team mess...
by decompile
Thu Apr 07, 2016 9:44 pm
Forum: Plugin Development Support
Topic: How to create config files/ convars
Replies: 3
Views: 2723

How to create config files/ convars

Hey,

After all the updates I want to ask how to create now properly config files for a plugin.
by decompile
Thu Apr 07, 2016 5:02 pm
Forum: Plugin Development Support
Topic: Modifying chat with sayfilter but SayCommand doesnt "register"
Replies: 84
Views: 58711

Counter-Strike: Source
by decompile
Thu Apr 07, 2016 4:33 pm
Forum: Plugin Development Support
Topic: Modifying chat with sayfilter but SayCommand doesnt "register"
Replies: 84
Views: 58711

When im trying to load it, Ill get

Syntax: Select all

from _messages import ProtobufMessage

ImportError: cannot import name 'ProtobufMessage'


Current Source.Python version: 304
by decompile
Wed Apr 06, 2016 10:35 pm
Forum: Plugin Development Support
Topic: Modifying chat with sayfilter but SayCommand doesnt "register"
Replies: 84
Views: 58711

Is it possible to make it possible that alive players can see dead messages and spectator messages?

EDIT:

Thank you for the start!
by decompile
Tue Apr 05, 2016 11:22 pm
Forum: Plugin Development Support
Topic: Modifying chat with sayfilter but SayCommand doesnt "register"
Replies: 84
Views: 58711

Wouldn't it be possible to make a check before the CommandReturn.BLOCK, if its a command it gets fired (as usual) but still get blocked, thats how I Thought it could be possible

Go to advanced search