Search found 1256 matches
- Thu Jul 14, 2016 6:01 pm
- Forum: General Discussion
- Topic: Issues getting SP to work with SM
- Replies: 15
- Views: 9547
Re: Issues getting SP to work with SM
Possible to upload them somewhere? This will help debugging as this really makes no sense, and I doubt anyone will be able to help without reproducing the issue on their own.
- Thu Jul 14, 2016 5:36 pm
- Forum: General Discussion
- Topic: Issues getting SP to work with SM
- Replies: 15
- Views: 9547
Re: Issues getting SP to work with SM
Does SP alone is loading fine? If so, what are the SM plugins in question?
- Thu Jul 14, 2016 4:59 pm
- Forum: General Discussion
- Topic: Issues getting SP to work with SM
- Replies: 15
- Views: 9547
- Thu Jul 14, 2016 4:14 pm
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
As for the main issue of this topic, for now, you could simply filter bots and exit the callback. I will see if I can find the exact cause once my virtual is updated.
And please, could you create an issue on GitHub (be sure to link that thread) so we can keep track there? Thank you!
And please, could you create an issue on GitHub (be sure to link that thread) so we can keep track there? Thank you!
- Thu Jul 14, 2016 4:04 pm
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
Off topic (although it was related to what I was planning to use the hook for), but is there any way to set a listener for when a certain client convar changes? I was going to use a tick listener and engine_server.get_client_convar_value but that feels a little inelegant. http://forums.sourcepython...
- Thu Jul 14, 2016 3:51 pm
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
You will also need to change is_bot to is_fake_client in that script. Nice catch! Too many methods exposed, getting confusing without looking twice. :tongue: OK, just tried it and it still segfaults. Weird. I added a print statement just to make sure that is_fake_client() was working (it is, return...
- Thu Jul 14, 2016 3:43 pm
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
Yes, sorry.
- Thu Jul 14, 2016 3:36 pm
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
Yeah, I think so. What if you use the following: from entities.hooks import EntityCondition, EntityPreHook from players.bots import BotCmd from players import UserCmd from players.entity import Player from memory import make_object @EntityPreHook(EntityCondition.is_player, "run_command"...
- Thu Jul 14, 2016 2:57 pm
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
even though it's using is_human_player now (which means the hook shouldn't even get called). That's not right. The hook will gets called if both classes share the same address in their dispatch table. The EntityCondition only makes sure that the address is retrieved from an human player before regi...
- Thu Jul 14, 2016 4:45 am
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
What if, instead of using EntityCondition.is_player, you try with EntityCondition.is_human_player and you actually goes on the server yourself instead of adding bots?
- Thu Jul 14, 2016 4:37 am
- Forum: Plugin Development Support
- Topic: [CS:S] PreEvent player_death calling after death
- Replies: 10
- Views: 6700
Re: [CS:S] PreEvent player_death calling after death
remove_entity() was only working with indexes, so I decided to add the destroy() method. I didn't adopt the implementation of remove_entity(), because it was implemented differently for every engine (I think we even used the factory method in L4D2 and I'm not sure if the hammerid implementation was...
- Wed Jul 13, 2016 3:37 pm
- Forum: Plugin Development Support
- Topic: [CS:S] PreEvent player_death calling after death
- Replies: 10
- Views: 6700
Re: [CS:S] PreEvent player_death calling after death
The result will be the same, but execution time will be way faster. remove() is bound to the Kill input (so we internally have to loop through all classes, lookup the datamaps, etc. till we find the correct pointer to dynamically call) while destroy() is wrapping its factory (direct call to what the...
- Wed Jul 13, 2016 4:04 am
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
You are right, HL2:MP/DOD:S are one offset lesser than CS:S/TF2. I've pushed for those 2 missing games, don't have updated servers for the others.
- Wed Jul 13, 2016 3:11 am
- Forum: Plugin Development Support
- Topic: TF2 run_command hook
- Replies: 29
- Views: 15548
Re: TF2 run_command hook
I guess this: https://github.com/Source-Python-Dev-Team/Source.Python/blob/master/addons/source-python/data/source-python/entities/orangebox/cstrike/CBasePlayer.ini#L39-43 Should be moved into ../orangebox/CBasePlayer.ini as it is most likely the same for all OB games. I will have to update some of ...
- Wed Jul 13, 2016 3:07 am
- Forum: Plugin Development Support
- Topic: OnMapStart
- Replies: 2
- Views: 2489
Re: OnMapStart
OnLevelInit is fired before the map is loading, and OnServerActivate is fired once everything is ready.
- Wed Jul 13, 2016 2:53 am
- Forum: Plugin Development Support
- Topic: [CS:S] PreEvent player_death calling after death
- Replies: 10
- Views: 6700
Re: [CS:S] PreEvent player_death calling after death
Since you do nothing else on the Weapon object, you could optimize quite a bit:
Syntax: Select all
# Can't indent first line? hm...
weapon = make_object(BaseEntity, args[1])
weapon.destroy()
- Sun Jul 10, 2016 4:17 am
- Forum: Plugin Development Support
- Topic: SourceTV Listener
- Replies: 22
- Views: 14428
Re: SourceTV Listener
I didn't dig into the binaries but, there is certainly a way to hook those. For now, you could simply add your own callbacks to those specific commands and listen to them doing whatever you need to do.
- Sat Jul 09, 2016 11:07 am
- Forum: API Design
- Topic: [CS:GO] Playing sounds
- Replies: 14
- Views: 33201
Re: [CS:GO] Playing sounds
That class should definetly ineherits of Sound (isinstance checkings, etc). This can be directly into engines.sounds, in my opinion.
- Sat Jul 09, 2016 10:55 am
- Forum: API Design
- Topic: [CS:GO] Playing sounds
- Replies: 14
- Views: 33201
Re: [CS:GO] Playing sounds
lol, check my edit I made right before reading your comment.
- Sat Jul 09, 2016 10:53 am
- Forum: API Design
- Topic: [CS:GO] Playing sounds
- Replies: 14
- Views: 33201
Re: [CS:GO] Playing sounds
Not just those under the music directory, but also those embedded into VPKs (already cached client-side), I guess. This become a lot per-sound-engine-game checks to concider that I start to think a separate class would work better than trying to merge everything into the same. That way, we let user ...