Search found 77 matches
- 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.
- 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.
- 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...
- 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.
- 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.
- 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
- 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?
- 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"&...
- 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!
- 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...
- 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/...
- 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...
- 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??
- 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...
- 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!
- 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.
- 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
However, this hook no longer seems to be triggering on every usercmd. Did something change here?
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?
- 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.
- 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...
- 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.