Search found 33 matches
- Mon Jan 29, 2018 9:47 pm
- Forum: Plugin Development Support
- Topic: Adding site-packages installed via pip automatically to SP
- Replies: 7
- Views: 6192
Re: Adding site-packages installed via pip automatically to SP
My package works now so I guess nothing needs to be compiled again. I went with the copying for the testing. The pip-install-directory-thing would be I guess: pip install <package> -t <directory> Thank you :grin: Instead of setting the installation-directory in pip, could I also tell SP to look for ...
- Mon Jan 29, 2018 4:15 pm
- Forum: Plugin Development Support
- Topic: Adding site-packages installed via pip automatically to SP
- Replies: 7
- Views: 6192
Adding site-packages installed via pip automatically to SP
I installed a site-package via pip. Let's cal it " mypackage " If I have modules in my SP-plugin that use mypackage then, SP tells me when loading the plugin 'ModuleNotFoundError: No module named 'mypackage' . If in python, entering this: import sys for line in sys.path: print(line)...
- Wed Jan 24, 2018 11:18 pm
- Forum: Plugin Development Support
- Topic: Creating Sprite does not work consistently
- Replies: 4
- Views: 3951
Re: Creating Sprite does not work consistently
Ohh, you're right satoon101 . Anyways, I tried it wih /sprites/laserbeam.vmt and it creates the same issue in CSGO as in CS:S *Update* Neither in CS:S nor in CS:GO it is possible for me to create sprites consitently. I tried like 50 scenarios (diffrent maps, diffrent positions, beam-parameters,...)....
- Wed Jan 24, 2018 10:16 pm
- Forum: Plugin Development Support
- Topic: Creating Sprite does not work consistently
- Replies: 4
- Views: 3951
Re: Creating Sprite does not work consistently
Sorry, next time I check the code before I'll post it. Thank you for putting so much effort into answering my questions. Since you were able to reproduce the issue it might be a CS:S-issue ?! I'll try the code in CS:GO and will share my experience. In case you remember the cause/fix, please let me k...
- Wed Jan 24, 2018 12:40 pm
- Forum: General Discussion
- Topic: [Question] Securing your servers originality?
- Replies: 3
- Views: 4038
Re: [Question] Securing your servers originality?
I just tried it with my server and the only one able to do "sp plugin list' was the server itself. Or did I misunderstand your question ?
- Wed Jan 24, 2018 9:56 am
- Forum: Plugin Development Support
- Topic: Creating Sprite does not work consistently
- Replies: 4
- Views: 3951
Creating Sprite does not work consistently
So I am trying to create a Sprite in CS:S. This is my attempt: from filters.players import PlayerIter from mathlib import Vector from engines.precache import Model from players.entity import Player from players.helpers import index_from_userid def find_closest_enemy_player(player, radius): a...
- Tue Jan 23, 2018 1:17 am
- Forum: Plugin Development Support
- Topic: PreHook cancel/modify damage
- Replies: 4
- Views: 4015
Re: PreHook cancel/modify damage
phew, thanks for the detailled response. Still, it'll take me a while to truly understand why things work the way they do
- Mon Jan 22, 2018 7:44 am
- Forum: Plugin Development Support
- Topic: PreHook cancel/modify damage
- Replies: 4
- Views: 4015
Re: PreHook cancel/modify damage
Okay thanks, works like a charm! Yet I still have some questions for the further understanding: 1. Is there a list of addresses where I can find 'on_take_damage' and more ? 2. Where is args getting its values from? 3. In this specific case, how do I know that args[0] contains the pointer to the vict...
- Sun Jan 21, 2018 2:46 pm
- Forum: Plugin Development Support
- Topic: PreHook cancel/modify damage
- Replies: 4
- Views: 4015
PreHook cancel/modify damage
I'd like to cancel/modify incoming damage to a Player. I dont wanna go with the 'player_hurt' and then afterwards heal the victim by the amount of damage it just took because the victim could be already dead. So I'd like to prevent the damage before damage is acutally happening. I read something abo...
- Fri Jan 19, 2018 12:29 pm
- Forum: Plugin Development Support
- Topic: Check for custom button to be pressed ?
- Replies: 2
- Views: 2945
Re: Check for custom button to be pressed ?
Okay, that makes sense in a way. Then I'll go with the workaround. Thank you for the quick reply
- Fri Jan 19, 2018 9:51 am
- Forum: Plugin Development Support
- Topic: Check for custom button to be pressed ?
- Replies: 2
- Views: 2945
Check for custom button to be pressed ?
Is there any clever way to check for a custom button to be pressed ? I want to excecute a function/run code when a player presses a certain key. For example if a player presses the "p"-Key then do blablabla. I thought about the @OnButtonStateChanged but as far as I am able to understand th...
- Mon Jan 15, 2018 8:22 pm
- Forum: Plugin Development Support
- Topic: Players movementspeed
- Replies: 7
- Views: 6270
Re: Players movementspeed
The support in this forum is absolutly incredible, thank you guys for the detailed response.
- Mon Jan 15, 2018 8:23 am
- Forum: Plugin Development Support
- Topic: Players movementspeed
- Replies: 7
- Views: 6270
Players movementspeed
So I am trying to change a players movementspeed for a certain amount of time and don't even know where to begin with . Any help is appreciated