Search found 141 matches

by stonedegg
Fri Sep 25, 2015 5:13 pm
Forum: Plugin Development Support
Topic: CSGO: default weapon
Replies: 19
Views: 16014

Do you mean, when the players get their default weapons equipped, the weapon is not on their hand? That shouldn't happen. What else do they have on their hand?

By the way, I just updated the script so you can give more than one default weapon, like knife.
by stonedegg
Fri Sep 25, 2015 9:22 am
Forum: Plugin Development Support
Topic: CSGO: default weapon
Replies: 19
Views: 16014

Try this (untested): from events import Event from entities.entity import Entity from filters.players import PlayerIter from listeners import LevelInit from listeners.tick import tick_delays last_winner = 0 default_weapons = { 't': ['weapon_glock', 'weapon_knife'], 'ct...
by stonedegg
Sun Sep 20, 2015 3:28 pm
Forum: Whatever
Topic: EventScripts (CS:S) -> Source Python (CS:S)
Replies: 16
Views: 14415

If you convert all your databases to use the steamid3 format, then there is nothing in playerlib you need to change. playerlib.uniqueid uses es.getplayersteamid, which will return the new format.
by stonedegg
Sat Sep 19, 2015 8:56 pm
Forum: Whatever
Topic: EventScripts (CS:S) -> Source Python (CS:S)
Replies: 16
Views: 14415

If all your scripts are using playerlib.uniqueid to authenticate players, you could modify the function: uniqueid = steamid3to2(es.getplayersteamid(self.userid)) And add the following to the bottom of playerlib.py def steamid3to2(steamid): account_id = int(steamid[5:-1]&#...
by stonedegg
Mon Sep 14, 2015 9:58 pm
Forum: News & Announcements
Topic: Say and client command callback updates
Replies: 5
Views: 20399

No, not for now, but it would still be a nice thing and it would be needed if someone were to make an admin panel that gets integrated to SP like sourcemod it has. Do you actually have any plans on that?
by stonedegg
Mon Sep 14, 2015 6:36 pm
Forum: News & Announcements
Topic: Say and client command callback updates
Replies: 5
Views: 20399

Are we already able to get an index from a ServerCommand callback? (client index if executed with rcon, -1/None if executed from server console)
by stonedegg
Fri Sep 11, 2015 8:36 pm
Forum: Plugin Development Support
Topic: CSGO: Disable the server to stop
Replies: 2
Views: 3466

mp_ignore_round_win_condition, maybe prehook player_disconnect to enable/disable this variable when last the player on team disconnects. Edit: just re-read your question and thought it made no sense what I said. Why would you stop the server anyways? With filters.players.PlayerIter() you can check w...
by stonedegg
Mon Sep 07, 2015 3:55 pm
Forum: Plugin Development Support
Topic: CSGO: default weapon
Replies: 19
Views: 16014

I don't understand what you mean. If you set mp_ct_default_primary "p90", every CT would spawn with a p90.
by stonedegg
Sun Sep 06, 2015 2:57 pm
Forum: Plugin Development Support
Topic: CSGO: default weapon
Replies: 19
Views: 16014

Search for mp_ct_default_* / mp_t_default_* commands.
by stonedegg
Mon Aug 31, 2015 7:17 am
Forum: Plugin Development Support
Topic: [CSGO]Using generic precache for custom particles
Replies: 10
Views: 10619

Are you sure the particle is actually working for csgo? Some time ago I did some testing with particles and tried to use pcf files from other games in csgo, or csgo's pcf files in other games. Csgo's particle editor is utter bullshit, but it couldn't load the particles in the file. It looked like th...
by stonedegg
Sun Aug 23, 2015 6:40 am
Forum: Plugin Development Support
Topic: [CSGO]Spawned weapons behave like deagles
Replies: 6
Views: 5833

Are you sure you have set the correct property values for those weapons? Otherwise I would at first suggest you to do some more searching if there need to be set more properties, I'm sure there are. If not, you could even try to use PreEvent hook for item_pickup, remove the weapon entity and then us...
by stonedegg
Mon Aug 10, 2015 1:34 pm
Forum: Plugin Development Support
Topic: Csgo motd
Replies: 21
Views: 20543

I took the script from here: http://forums.sourcepython.com/showthread.php?718-TF2-VGUIMenu-not-working&p=4007&viewfull=1#post4007

The built-in messages class isn't working either.
by stonedegg
Sun Aug 09, 2015 10:11 pm
Forum: Plugin Development Support
Topic: Csgo motd
Replies: 21
Views: 20543

bump.
by stonedegg
Thu Aug 06, 2015 3:29 pm
Forum: Plugin Development Support
Topic: Csgo motd
Replies: 21
Views: 20543

Csgo motd

I tried this, but can't get it to work, is there another way? from _messages import UserMessage from filters.players import PlayerIter from filters.recipients import RecipientFilter def load(): for index in PlayerIter(): motd(index, name='info', show=True, subkeys={'t...
by stonedegg
Tue Aug 04, 2015 3:19 pm
Forum: Whatever
Topic: Growing small, growing steady?
Replies: 2
Views: 4430

Welcome! Surely not all classes and functions from the source engine are exported yet to be easily used in a script, but with some tricks and workarounds pretty much everything you can do in SM is possible in SP too. The API for prehooks and posthooks is very nice and easy to use, search in the foru...
by stonedegg
Tue Aug 04, 2015 3:02 pm
Forum: Plugin Development Support
Topic: CSGO: player connection problems
Replies: 4
Views: 4356

Do you need to stop your server as soon as the player is losing connection, or is it enough to stop after the player timed out? If so, use the player_disconnect event and check for game_event.get_string('reason').
by stonedegg
Tue Aug 04, 2015 2:56 pm
Forum: Plugin Development Support
Topic: CSGO: player connection problems
Replies: 4
Views: 4356

No idea what you mean, can you please explain better? Do you want to find out when a player is losing connection from the server?
by stonedegg
Sun Aug 02, 2015 10:20 pm
Forum: API Design
Topic: PreEvent and changes to Event
Replies: 6
Views: 10705

Great job!
For those who want to know: You can now easily stop the kill feed from showing when returning EventAction.STOP_BROADCAST in player_death pre hook (no more extra hook needed for that).
by stonedegg
Sat Jul 18, 2015 12:57 pm
Forum: Plugin Development Support
Topic: Throwing knives
Replies: 5
Views: 5002

Well you might have changed/fixed that, as I said, it was like a month ago I tested it.
by stonedegg
Fri Jul 17, 2015 3:53 pm
Forum: Plugin Development Support
Topic: Throwing knives
Replies: 5
Views: 5002

I tested <Entity>.velocity = <Vector> about a month ago with a prop_physics and it didn't accerelerate the object. <Entity>.teleport(<Vector>/None, <Vector>/None, <Vector>/None) worked fine. Arguments stand for position, angle, velocity. I'm not 100% sure if angle needs a Vector or QAngle object.

Go to advanced search