Search found 141 matches

by stonedegg
Fri Jun 19, 2015 12:16 pm
Forum: Plugin Releases
Topic: simple death and kill streaks tracker
Replies: 16
Views: 13475

Yes, if the player suicides attacker id equals victim id, which means in your script suicides won't count as deaths (in case of self explosive damage or falldamage). You also might want to check if the attacker userid != -1, otherwise this will give you a conversion error: attacker = index_from_user...
by stonedegg
Thu Jun 18, 2015 8:52 pm
Forum: Plugin Releases
Topic: simple death and kill streaks tracker
Replies: 16
Views: 13475

You also might want to set the deathstreaks regardless of whether victim id equals attacker id or not, otherwise suicides wouldn't count as deaths.
by stonedegg
Wed Jun 10, 2015 7:56 pm
Forum: Plugin Development Support
Topic: [CSS] Creating a usable, destroyable prop.
Replies: 8
Views: 7074

The m_takedamage property works fine for me on a dynamic prop in csgo. The only difference is that I set it after I spawn it. Did you try that?
by stonedegg
Wed Jun 10, 2015 6:22 pm
Forum: Plugin Development Support
Topic: [CSS] Creating a usable, destroyable prop.
Replies: 8
Views: 7074

I had problems when setting the health keyvalue/property on prop_dynamic_override in csgo (it didn't do anything), entity.call_input('SetHealth', 200) worked fine for me. Just in case you run into the same problem with a physics prop.
by stonedegg
Mon Jun 08, 2015 4:09 pm
Forum: Plugin Development Support
Topic: ConVar - equivalent to RegisterConVarChanges
Replies: 9
Views: 7367

satoon101 wrote:Though, hopefully fairly soon, you will just be able to do something more like:

[python]from events.hooks import PreEvent


@PreEvent
def server_cvar(game_event):
# Block the broadcasting of the event to clients
return False[/python]


Yes please!!
by stonedegg
Fri Jun 05, 2015 6:56 pm
Forum: General Discussion
Topic: Python's eval() function
Replies: 9
Views: 7186

I heard ast.literal_eval() is better
by stonedegg
Mon Jun 01, 2015 9:23 pm
Forum: General Discussion
Topic: Few questions regarding S.P and SourceMod
Replies: 18
Views: 13887

nergal wrote:
Wow, so basically you just call a plugin by filename and it can use anything from that plugin?

No natives registration or global forward making like in SourceMod?


Yes. :)
by stonedegg
Mon Jun 01, 2015 11:55 am
Forum: General Discussion
Topic: Few questions regarding S.P and SourceMod
Replies: 18
Views: 13887

1. Yes, I haven't experienced any crashes. 2. Yes, for mysql you can use PyMySQL . (Maybe this should be integrated into the site-packages folder?) For cookies, Python provides besides sqlite3 pickle , which is very easy to use. 3. Well, SourcePython provides Python ;) Every script you can write in ...
by stonedegg
Fri May 22, 2015 9:46 pm
Forum: Plugin Development Support
Topic: [BMS] r_screenoverlay not working
Replies: 7
Views: 5812

After all it's useless anyways, because it looks like BMS is sending overlays every tick to the client. I can display overlays now with enabling cheats, but they are directly overwritten by the game and you see them only sometimes for a fraction of a second (no other plugins enabled)...
by stonedegg
Fri May 22, 2015 6:33 pm
Forum: Plugin Development Support
Topic: [BMS] r_screenoverlay not working
Replies: 7
Views: 5812

Okay. To remove/add the notifying from sv_cheats in chat, I need to do it this way?

Syntax: Select all

from cvars import cvar
from cvars.flags import ConVarFlags

cheats = cvar.find_var('sv_cheats')

cheats.remove_flags(ConVarFlags.NOTIFY)

cheats.add_flags(ConVarFlags.NOTIFY)
by stonedegg
Fri May 22, 2015 6:23 pm
Forum: Plugin Development Support
Topic: [BMS] r_screenoverlay not working
Replies: 7
Views: 5812

I already did, r_screenoverlay exists, and having sv_cheats 1 works.
by stonedegg
Fri May 22, 2015 6:16 pm
Forum: Plugin Development Support
Topic: [BMS] r_screenoverlay not working
Replies: 7
Views: 5812

[BMS] r_screenoverlay not working

Hey, I've tried to display an overlay using client command r_screenoverlay. This works in all other games, but not in BMS because sv_cheats 1 must be enabled even to enforce this on a player from the server. from filters.players import PlayerIter from engines.server import engine_server from entitie...
by stonedegg
Thu May 07, 2015 10:12 pm
Forum: General Discussion
Topic: SP for Black Mesa?
Replies: 17
Views: 11738

Uploaded all files from server/bin/ and server/bms/bin/:
https://mega.co.nz/#!nAoj3bjZ!1Gis2p_ygIF8o9k9v-u04GS3VckZnSTkwt6c4Z4rpZU

EngineTraceInterface003 has been updated to EngineTraceInterface004 (SP crashed server on startup).
by stonedegg
Tue May 05, 2015 2:45 pm
Forum: Plugin Development Support
Topic: Check if entity hits ground/wall/other entity
Replies: 1
Views: 2374

Found a really nice solution, it's the property "m_bFirstCollisionAfterLaunch". Will be automatically set to False as soon as the prop_physics collides for the first time.
by stonedegg
Sun May 03, 2015 3:48 pm
Forum: Plugin Development Support
Topic: Check if entity hits ground/wall/other entity
Replies: 1
Views: 2374

Check if entity hits ground/wall/other entity

I want to spawn a prop_physics in the air and check when it's hitting the ground / a wall or any other entity. Is there a clean way to do so?
For the ground check, I have tried m_hGroundEntity, but it always returns 0 no matter what. (game csgo)
Thanks for any help.
by stonedegg
Tue Apr 07, 2015 4:32 pm
Forum: News & Announcements
Topic: Feature Requests
Replies: 28
Views: 58026

Yea, it was just an example. Using the index as parameter would be probably better.
It was probably misunderstanding, it's not like I wanted index AND userid as a possible parameter, more like one of them. It doesn't really matter to me which one.
by stonedegg
Tue Apr 07, 2015 11:42 am
Forum: News & Announcements
Topic: Feature Requests
Replies: 28
Views: 58026

Is there any way yet we can mute players? If not, how about adding that to PlayerEntity? I was thinking about something like this: PlayerEntity.mute() # mute this player to all players PlayerEntity.mute(<userid/index>) # mute this player to a specific player by userid or index Player...
by stonedegg
Sun Apr 05, 2015 1:05 pm
Forum: Plugin Development Support
Topic: CSGO: check player is disconnected
Replies: 11
Views: 7707

Ayuto wrote:What exactly is the problem?


As I understood it, when all people disconnected from one team, "len(list(PlayerIter(<team>)))" is not 0 when player_disconnect event fires.
by stonedegg
Sun Apr 05, 2015 12:48 pm
Forum: Plugin Development Support
Topic: CSGO: check player is disconnected
Replies: 11
Views: 7707

Maybe player_disconnect fires before the player is fully disconnected, so try to delay it a little bit.
by stonedegg
Tue Mar 31, 2015 2:05 pm
Forum: Plugin Development Support
Topic: Check if entity exists?
Replies: 4
Views: 3947

Thanks :)

Go to advanced search