Search found 84 matches
- Wed Jul 22, 2020 8:13 pm
- Forum: Plugin Releases
- Topic: *DELETED*
- Replies: 15
- Views: 28270
Re: *DELETED*
i agree with you, although you have a sneaky way of writing. but i don't want to keep this thread going, so i don't reply in adressing it specifially but generally: i believe the main issue in the forums still is the impaired method of communicating. there should be a community. and that original po...
- Mon Jul 20, 2020 8:41 pm
- Forum: Plugin Releases
- Topic: *DELETED*
- Replies: 15
- Views: 28270
Re: [(TF2)/ANY] Advanced BunnyHop
No need for hostility. He simply provided free advice in an effort to be constructive. Take it or not, but there is absolutely no reason for toxicity. Swallow your pride, nobody knows everything and you can always learn something from someone else offering alternatives. :wink: lincible, YOU are pri...
- Sat Jul 18, 2020 11:36 am
- Forum: Plugin Development Support
- Topic: How to check how many players in team and get their values
- Replies: 8
- Views: 5986
Re: How to check how many players in team and get their values
Sam wrote:from engines.server import server
yeah thank you. edited
- Sat Jul 18, 2020 10:40 am
- Forum: Plugin Development Support
- Topic: How to check how many players in team and get their values
- Replies: 8
- Views: 5986
Re: How to check how many players in team and get their values
also
could be useful
Syntax: Select all
engines.server import server
print(server.num_players,"total players")
could be useful
- Wed Jul 01, 2020 8:48 pm
- Forum: Plugin Development Support
- Topic: entity condition hook for multiple names ?
- Replies: 1
- Views: 1801
entity condition hook for multiple names ?
can i use EntityPreHook with EntityCondition wihin a single decorater but with multiple classnames ? like listofnames = ["name1","name2"] @EntityPreHook(EntityCondition.equals_entity_classname(listofnames), 'detonate') but when i use: @EntityPreHook(EntityCondition.equals_entity_...
- Thu Jun 11, 2020 3:36 pm
- Forum: General Discussion
- Topic: *DELETED*
- Replies: 9
- Views: 7211
Re: [Q] More... MORE!
i don't want google bots to read this
- Mon Jun 01, 2020 11:56 am
- Forum: Plugin Requests
- Topic: [HL2:DM] admin joinsound
- Replies: 24
- Views: 24638
Re: [HL2:DM] admin joinsound
somehow the text has changed.
- Mon Jun 01, 2020 12:47 am
- Forum: Plugin Requests
- Topic: [HL2:DM] admin joinsound
- Replies: 24
- Views: 24638
Re: [HL2:DM] admin joinsound
somehow the text has changed.
- Sun May 31, 2020 11:53 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] admin joinsound
- Replies: 24
- Views: 24638
Re: [HL2:DM] admin joinsound
somehow the text has changed.
- Sun May 31, 2020 10:49 am
- Forum: Plugin Requests
- Topic: [HL2:DM] admin joinsound
- Replies: 24
- Views: 24638
Re: [HL2:DM] admin joinsound
somehow the text has changed.
- Sat May 30, 2020 10:40 pm
- Forum: General Discussion
- Topic: Sending client commands via server
- Replies: 2
- Views: 2635
Re: Sending client commands via server
you can't change drawmodels.
- Sat May 30, 2020 10:14 am
- Forum: Plugin Requests
- Topic: [HL2:DM] admin joinsound
- Replies: 24
- Views: 24638
Re: [HL2:DM] admin joinsound
somehow the text has changed.
- Sat May 30, 2020 1:11 am
- Forum: Plugin Development Support
- Topic: Can't set user_cmd.view_angles in a OnPlayerRunCommand listener
- Replies: 19
- Views: 21303
Re: Can't set user_cmd.view_angles in a OnPlayerRunCommand listener
the simplest way to crash the server with the underlying issue is this:
start any map ( i tested in dust2 deathmatch )
"bot kick"
join game
run
switch team and respawn
-- crash happens --
start any map ( i tested in dust2 deathmatch )
"bot kick"
join game
run
Code: Select all
replay_bot_edict = bot_manager.create_bot("TEST")
switch team and respawn
-- crash happens --
- Fri May 29, 2020 8:02 am
- Forum: Plugin Development Support
- Topic: Can't set user_cmd.view_angles in a OnPlayerRunCommand listener
- Replies: 19
- Views: 21303
Re: Can't set user_cmd.view_angles in a OnPlayerRunCommand listener
when i use the replaybot script and the bot interacts ( kill , weapon etc ) - the server crashes ? (movement seems to work without crash ) is there an outdated structure ? maybe somone can test on their server ? just use ayutos script and then !record !stop !play here is the last log i could receive...
- Mon May 25, 2020 8:02 pm
- Forum: Whatever
- Topic: players.usercmd and PlayerRunCommand
- Replies: 6
- Views: 5138
Re: players.usercmd and PlayerRunCommand
oh i see. i found my mistake. i have to call controller.run_player_move(bcmd) for every tick i want to play the altered bcmd in. i previously only changed the .buttons per tick and then tried to access it via onplayerruncommand but that dropped me into a recursive loop crash. thank you. i think it w...
- Mon May 25, 2020 7:50 pm
- Forum: Whatever
- Topic: players.usercmd and PlayerRunCommand
- Replies: 6
- Views: 5138
Re: players.usercmd and PlayerRunCommand
i am pretty sure i have tried that too. ayuto had a replay bot that used a controller with botcmd. but when i tried using the bcmd and controller nothing happened. i will try that route again and report back. thank you for now
- Mon May 25, 2020 6:36 pm
- Forum: Whatever
- Topic: players.usercmd and PlayerRunCommand
- Replies: 6
- Views: 5138
Re: players.usercmd and PlayerRunCommand
ok, i am in csgo. i do create_fake_client newfakeclient = engines.server.engine_server.create_fake_client(name) bot_ptr = entities.helpers.pointer_from_edict(newfakeclient) bot = memory.make_object(players.entity.Player, bot_ptr) i spawn the "Player" bot.spawn() then i listen in on @OnPlay...
- Mon May 25, 2020 4:20 pm
- Forum: General Discussion
- Topic: *DELETED*
- Replies: 9
- Views: 7211
Re: [Q] More... MORE!
if you create them i'll be the first to join, haha :)
- Mon May 25, 2020 2:42 pm
- Forum: Whatever
- Topic: players.usercmd and PlayerRunCommand
- Replies: 6
- Views: 5138
players.usercmd and PlayerRunCommand
if i assign "players.usercmd" to a variable, who does that usercmd refer to exactly ? noone? is it "empty"? do i have to bind it to a player to work? in PlayerRunCommand this happens automatically, correct?
thanks anybody for clarification
thanks anybody for clarification
- Thu Dec 13, 2018 7:36 am
- Forum: General Discussion
- Topic: All SP Offsets outdated after CS:GO update
- Replies: 8
- Views: 7283
Re: All SP Offsets outdated after CS:GO update
hey ayuto, have you used this project ever in a resume or sthn akin? does this project interest you? then you are still free to call the entire project a non-profit, but it is still profitable to you, personally. ( no matter if you think you deserve more in return - i actually think the opposite is ...