Search found 77 matches

by quartata
Tue May 01, 2018 10:45 pm
Forum: Plugin Development Support
Topic: Tempent Troubles
Replies: 7
Views: 4687

Re: Tempent Troubles

I'll try a different effect to see if maybe it's specific to the ball one.
by quartata
Tue May 01, 2018 10:42 pm
Forum: Plugin Development Support
Topic: Tempent Troubles
Replies: 7
Views: 4687

Re: Tempent Troubles

Moved it up by 100 HUs just to see if it was stuck in the ground and my game instantly crashed when I looked up (client, not server). Fun.
by quartata
Tue May 01, 2018 10:09 pm
Forum: Plugin Development Support
Topic: Tempent Troubles
Replies: 7
Views: 4687

Tempent Troubles

I was trying to create a small sphere using the effects module. This is a sample plugin: import commands.typed import effects import filters.recipients import players.entity @commands.typed.TypedClientCommand("ball") def ball(cmdinfo): recipients = filters.recipients.Recipi...
by quartata
Tue Apr 24, 2018 12:20 am
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

Got it working. You were right, I did need to press the button every other tick, so it wouldn't be held. Thank you.
by quartata
Mon Apr 23, 2018 9:07 pm
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

Oh, huh... I hadn't seen BotController before, is that new? I'd definitely rather use that, if only so it'll work on Windows too. I'll give it a try.
by quartata
Mon Apr 23, 2018 8:34 pm
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

Oh, right, because it'll be like it's held. I'll try it with alternating every tick instead
by quartata
Mon Apr 23, 2018 2:30 am
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

The plot thickens: I just noticed that the scout was actually facing a different direction than it should have... So I'm guessing it applied the view angle correctly, and just not the buttons... maybe I'm setting them wrong?
by quartata
Mon Apr 23, 2018 2:17 am
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

Seem to have had no joy with this test plugin: import engines.server import entities.helpers import memory import listeners import players import players.entity def load(): bot_ptr = entities.helpers.pointer_from_edict(engines.server.engine_server.create_fake_client("asdf"&...
by quartata
Sun Apr 22, 2018 12:46 am
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

Oh cool! I thought they had starting stripping out the symbols, but maybe that was CS:GO... anyways thanks!
by quartata
Fri Apr 20, 2018 11:39 pm
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

This is for TF2. I'm developing on Linux currently (do I need to resort to signature scanning?) I thought of hooking PlayerRunCommand, the only trouble is I can't guarantee that there will be any non-fake clients to run it in the first place... are there any other virtual methods that get the IMoveH...
by quartata
Wed Apr 18, 2018 4:40 pm
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Re: Getting IMoveHelper instance?

This is the header I found, for reference: https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/shared/imovehelper.h This is what one of the SDK sample plugins does: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/...
by quartata
Wed Apr 18, 2018 2:12 am
Forum: Plugin Development Support
Topic: Getting IMoveHelper instance?
Replies: 11
Views: 6313

Getting IMoveHelper instance?

Hey all, So I was going through an old plugin of mine and I noticed in parts that I was using a pre-hook to hook into CBasePlayer::PlayerRunCommand and inject my own usercmds there. I kinda find that a little ugly, so I wanted to try and call PlayerRunCommand directly instead. However when looking a...
by quartata
Thu Nov 10, 2016 6:35 pm
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8638

Re: CVEngineServer::CreateFakeClient

Wait, now I'm confused.... would this even work with ClientPutInServer commented out??
by quartata
Thu Nov 10, 2016 6:33 pm
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8638

Re: CVEngineServer::CreateFakeClient

This was the code I was looking at for the default bot implementation in the SDK: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/hl2mp/hl2mp_bot_temp.cpp As far as I can see, there's nothing special going on (Bot_RunAll is called fro...
by quartata
Thu Nov 10, 2016 5:18 pm
Forum: Plugin Development Support
Topic: run_command hook no longer triggers
Replies: 5
Views: 4065

Re: run_command hook no longer triggers

L'In20Cible wrote:Offsets need updating: https://github.com/Source-Python-Dev-Te ... 5a957310c8


Works, thanks!
by quartata
Thu Nov 10, 2016 1:46 am
Forum: Plugin Development Support
Topic: run_command hook no longer triggers
Replies: 5
Views: 4065

Re: run_command hook no longer triggers

TF2 on Linux.
by quartata
Thu Nov 10, 2016 1:17 am
Forum: Plugin Development Support
Topic: run_command hook no longer triggers
Replies: 5
Views: 4065

run_command hook no longer triggers

I had a bunch of old code that had a hook like this

Syntax: Select all

@EntityPreHook(EntityCondition.is_player, "run_command")
def usercmd(stack):
...


However, this hook no longer seems to be triggering on every usercmd. Did something change here?
by quartata
Thu Nov 10, 2016 1:12 am
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8638

Re: CVEngineServer::CreateFakeClient

iPlayer wrote:What about selecting class? For TF2 it may occur essential for them to be somebody.

Try this:

Syntax: Select all

self.player.set_property_int('m_iClass', 1)    # Spawn as Scout



I did self.player.set_property_uchar("m_PlayerClass.m_iClass", 1), no change.
by quartata
Wed Nov 09, 2016 3:45 pm
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8638

Re: CVEngineServer::CreateFakeClient

So something seems not to be working. I have the following very simple snippet in my code: self.player = Player(index_from_edict(engine_server.create_fake_client(Bot.names.pop()))) self.player.set_team(2 if team == -1 else 3) self.player.spawn() The bo...
by quartata
Tue Nov 08, 2016 5:44 pm
Forum: Plugin Development Support
Topic: CVEngineServer::CreateFakeClient
Replies: 12
Views: 8638

Re: CVEngineServer::CreateFakeClient

iPlayer wrote:Because if I'm not mistaken, CreateFakeClient spawns a bot without bot behavior.


Yes; this is what I want.

Good to know about the difference between execute and queue though, thanks.

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