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by L'In20Cible
Thu Jul 14, 2016 6:01 pm
Forum: General Discussion
Topic: Issues getting SP to work with SM
Replies: 15
Views: 9550

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.
by L'In20Cible
Thu Jul 14, 2016 5:36 pm
Forum: General Discussion
Topic: Issues getting SP to work with SM
Replies: 15
Views: 9550

Re: Issues getting SP to work with SM

Does SP alone is loading fine? If so, what are the SM plugins in question?
by L'In20Cible
Thu Jul 14, 2016 4:59 pm
Forum: General Discussion
Topic: Issues getting SP to work with SM
Replies: 15
Views: 9550

Re: Issues getting SP to work with SM

Hey, welcome to our forums! :smile:

Could you try the patch proposed in issue #108 (loading SP after SM)?
by L'In20Cible
Thu Jul 14, 2016 4:14 pm
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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!
by L'In20Cible
Thu Jul 14, 2016 4:04 pm
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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...
by L'In20Cible
Thu Jul 14, 2016 3:51 pm
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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...
by L'In20Cible
Thu Jul 14, 2016 3:43 pm
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

Re: TF2 run_command hook

Yes, sorry. :smile:
by L'In20Cible
Thu Jul 14, 2016 3:36 pm
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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"...
by L'In20Cible
Thu Jul 14, 2016 2:57 pm
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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...
by L'In20Cible
Thu Jul 14, 2016 4:45 am
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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?
by L'In20Cible
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...
by L'In20Cible
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...
by L'In20Cible
Wed Jul 13, 2016 4:04 am
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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.
by L'In20Cible
Wed Jul 13, 2016 3:11 am
Forum: Plugin Development Support
Topic: TF2 run_command hook
Replies: 29
Views: 15554

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 ...
by L'In20Cible
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.
by L'In20Cible
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()
by L'In20Cible
Sun Jul 10, 2016 4:17 am
Forum: Plugin Development Support
Topic: SourceTV Listener
Replies: 22
Views: 14438

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.
by L'In20Cible
Sat Jul 09, 2016 11:07 am
Forum: API Design
Topic: [CS:GO] Playing sounds
Replies: 14
Views: 33365

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.
by L'In20Cible
Sat Jul 09, 2016 10:55 am
Forum: API Design
Topic: [CS:GO] Playing sounds
Replies: 14
Views: 33365

Re: [CS:GO] Playing sounds

lol, check my edit I made right before reading your comment. :tongue:
by L'In20Cible
Sat Jul 09, 2016 10:53 am
Forum: API Design
Topic: [CS:GO] Playing sounds
Replies: 14
Views: 33365

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 ...

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