Search found 141 matches

by stonedegg
Wed Jul 15, 2015 3:12 pm
Forum: General Discussion
Topic: regarding entity limits...
Replies: 4
Views: 5160

I know, and by telling you this, I wanted to say that there is atleast no "automatic" prevention. ;)
by stonedegg
Wed Jul 15, 2015 12:28 pm
Forum: General Discussion
Topic: regarding entity limits...
Replies: 4
Views: 5160

I once spawned 2000+ prop_dynamic's, server just crashed with an engine error (windows, csgo).
by stonedegg
Fri Jul 10, 2015 11:48 am
Forum: Plugin Requests
Topic: weapon giver on activate? [bms]
Replies: 20
Views: 18386

No idea how i missed that :D
by stonedegg
Mon Jul 06, 2015 10:32 am
Forum: Plugin Requests
Topic: weapon giver on activate? [bms]
Replies: 20
Views: 18386

Just a wild guess, but I think BMS uses the item_ prefix for entities that are lying around the map and respawning everytime, and just the weapon_ entities for weapons that are held by a player. Means, once a player picks up an item_weapon_mp5 for example, it becomes weapon_mp5, so both should work ...
by stonedegg
Sun Jul 05, 2015 1:56 pm
Forum: Plugin Requests
Topic: weapon giver on activate? [bms]
Replies: 20
Views: 18386

satoon101 wrote:Also, a couple shortcuts you might not be aware of, stonedegg:

Syntax: Select all

entity = Entity.create(weapon)
entity.origin = player.origin
entity.spawn()



Good to know, thanks.
by stonedegg
Sun Jul 05, 2015 12:23 pm
Forum: Plugin Requests
Topic: weapon giver on activate? [bms]
Replies: 20
Views: 18386

I don't think either that weapons have an item_ prefix, I just copy pasted it. For now you can use this: from events import Event from players.entity import PlayerEntity from players.helpers import index_from_userid from entities.entity import Entity from entities.helpers import create_entity, spawn...
by stonedegg
Sun Jul 05, 2015 11:02 am
Forum: Plugin Requests
Topic: weapon giver on activate? [bms]
Replies: 20
Views: 18386

You should have received errors when testing your code. it's <gameevent>.get_int(), not GetInt(). Also in CSGO I have to use 4 parameters in give_named_item(), I'm pretty sure it's the same in BMS. from events import Event from players.entity import PlayerEntity from players.helpers import index_fro...
by stonedegg
Fri Jul 03, 2015 10:16 pm
Forum: General Discussion
Topic: Dependencies Required
Replies: 11
Views: 8172

Looks like your user does not have rights to create files, message your host about that if you can't set the necessary rights yourself.
by stonedegg
Fri Jul 03, 2015 4:50 pm
Forum: Plugin Development Support
Topic: player/entity constants: GODMODE
Replies: 10
Views: 6750

Yes it's uchar:

Syntax: Select all

from entities.constants import TakeDamage

player.set_property_uchar('m_takedamage', TakeDamage.YES) #no godmode
player.set_property_uchar('m_takedamage', TakeDamage.NO) #godmode
by stonedegg
Thu Jul 02, 2015 1:22 pm
Forum: Plugin Development Support
Topic: Guarantee an event listener to be called before other listeners of the same event?
Replies: 2
Views: 2708

You could do something like this: # ../plugins/foo/bar.py grav = {} @Event def player_spawn(game_event): userid = game_event.get_int('userid') player = PlayerEntity(index_from_userid(userid)) player.gravity = 1.0 grav[userid] = 1 # ../plugins/foo/foo.py from f...
by stonedegg
Thu Jul 02, 2015 1:09 pm
Forum: Code examples / Cookbook
Topic: [TF2] getting healing target + checking if player is being healed from a dispenser
Replies: 20
Views: 37948

Yes, all you need to do is loading your script, python does the rest. That's also what I always found annoying with Soucemod, compared to Eventscripts/SourcePython.
by stonedegg
Thu Jul 02, 2015 9:18 am
Forum: News & Announcements
Topic: New release July 2nd, 2015!!
Replies: 14
Views: 32294

As always, great work!
by stonedegg
Wed Jul 01, 2015 10:17 pm
Forum: General Discussion
Topic: CSGO: match point
Replies: 4
Views: 4324

If it's that what Doldol described, try mp_match_can_clinch 0.

// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
by stonedegg
Thu Jun 25, 2015 1:19 pm
Forum: Plugin Development Support
Topic: CSGO: strict weapon
Replies: 19
Views: 12394

I haven't tested this but I think it should work: # Remove all weapons on ground on round start from events import Event from entities.entity import Entity from filters.entities import EntityIter @Event def round_start(game_event): for entity in EntityIter('weapon_', False, retur...
by stonedegg
Thu Jun 25, 2015 10:23 am
Forum: Plugin Development Support
Topic: CSGO: strict weapon
Replies: 19
Views: 12394

On round start, you can iterate over every existing weapon, and remove all those that have the owner attribute on -1. If the map keeps respawning weapons during gameplay, you either use a TickRepeat to remove all weapons without owner every x seconds (this would ofcourse include weapons dropped by p...
by stonedegg
Thu Jun 25, 2015 10:17 am
Forum: Plugin Development Support
Topic: Count temp entities
Replies: 11
Views: 8268

That's great, thanks!
by stonedegg
Wed Jun 24, 2015 7:16 pm
Forum: Plugin Development Support
Topic: Count temp entities
Replies: 11
Views: 8268

Thanks for the responses! I haven't tried any method yet because I'm not that far in my code yet, so I was just guessing that EntityIter() might be slower and I want the fastest possible method because in the end I will need to do a lot of stuff every second and even tick. I think using entity liste...
by stonedegg
Wed Jun 24, 2015 4:04 pm
Forum: Plugin Development Support
Topic: Count temp entities
Replies: 11
Views: 8268

I just saw that there was a misunderstanding on my side. I actually meant "entities with associated edicts" (basically all I can create an Entity instance of ?). Sorry, for the vagueness, I'll explain what my goal is: I'm working on a mod where I place loads of prop_dynamics(_override), along with o...
by stonedegg
Wed Jun 24, 2015 3:37 pm
Forum: Plugin Development Support
Topic: Count temp entities
Replies: 11
Views: 8268

Anyone else got an idea?
by stonedegg
Sun Jun 21, 2015 7:40 pm
Forum: Plugin Development Support
Topic: Count temp entities
Replies: 11
Views: 8268

Count temp entities

Is there an easy way to count all temporary entities? Basically those that are created during gameplay (player entities, weapons, props, effects, etc). I know I could use the entity listeners OnEntityCreated and OnEntityDeleted and count manually, but I hoped there is a function in the engine, is th...

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