Search found 1426 matches

by Ayuto
Wed Nov 05, 2014 7:45 pm
Forum: Plugin Development Support
Topic: How to hook CGameClient::ProcessVoiceData?
Replies: 9
Views: 93634

Hehe, thank you! :)

I will do some tests today. Exposing bf_read/bf_write is on our TODO list, but we were not really sure if it's really needed. In this case it would be very helpful. Otherwise you would have to reconstruct those two classes.
by Ayuto
Tue Nov 04, 2014 6:47 pm
Forum: Plugin Development Support
Topic: How to hook CGameClient::ProcessVoiceData?
Replies: 9
Views: 93634

If you just want to mute players, you can use this. http://forums.eventscripts.com/viewtopic.php?f=125&t=46569 But I can't tell you if that's the function to modify voice data. I will need to take a look at it. You should start using this Python script to find the proper offsets for Windows as t...
by Ayuto
Fri Oct 31, 2014 4:16 pm
Forum: Plugin Development Support
Topic: need working script that acutally switches player for csgo
Replies: 26
Views: 48647

The spectator index is 1.
by Ayuto
Thu Oct 30, 2014 4:13 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

No, that's not wasted time. That's four hours of new expirience. :D
by Ayuto
Thu Oct 30, 2014 4:00 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

You really confuse me! I thought you were using Boost.Python now?! Try this: char const* greet() { return "hello, world"; } void PyInit_pawnbridge() { using namespace boost::python; def("greet", greet); } bool PawnBridge::SDK_OnLoad(char *error, size_t...
by Ayuto
Thu Oct 30, 2014 3:44 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

Could you please post the current code?
by Ayuto
Thu Oct 30, 2014 3:39 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

Yes, that's why you need to call your initialization function.
def() is the function which can be used to expose C++ functions and callable objects as Python functions in the current scope.
by Ayuto
Thu Oct 30, 2014 3:21 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

Have you tried to call PyInit_pawnbridge manually? You can also try to add a module like we do in Source.Python. https://github.com/Source-Python-Dev-Team/Source.Python/blob/master/src/core/modules/export_main.cpp#L74
by Ayuto
Thu Oct 30, 2014 2:42 pm
Forum: Plugin Development Support
Topic: Effects
Replies: 2
Views: 4905

Hey, which effect do you want to use? Here is an example on how to create world decals visible to everyone. https://github.com/Ayuto/Paintball/blob/master/addons/source-python/plugins/paintball/paintball.py#L57 Here is a list of all temp entities. https://github.com/Source-Python-Dev-Team/Source.Pyt...
by Ayuto
Thu Oct 30, 2014 2:40 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

That's good news! Can you import modules of Source.Python (_events, _memory, etc.)? https://docs.python.org/3.4/c-api/import.html#c.PyImport_ImportModule
by Ayuto
Thu Oct 30, 2014 2:06 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

Well, that complicates things. :D

Is your extension on the search path?
by Ayuto
Thu Oct 30, 2014 1:43 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

Where did you place the extension and how does your import line looks like?
by Ayuto
Thu Oct 30, 2014 1:36 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

This should already initialize the module.
by Ayuto
Thu Oct 30, 2014 1:34 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

What happens when you remove the line L'In20Cible pointed out?[python]PyImport_AppendInittab("pawnbridge", &PyInit_emb);[/python]
by Ayuto
Thu Oct 30, 2014 1:26 pm
Forum: General Discussion
Topic: Extending via C++, adding a module throws exception
Replies: 23
Views: 37051

I think the problem is that you are trying to initialize another Python interpreter. PyImport_AppendInittab("pawnbridge", &PyInit_emb); Py_Initialize(); I have updated an old Python 2 extension to test extending Python 3. Here is all I did to get it working. https://cod...
by Ayuto
Tue Oct 14, 2014 12:41 pm
Forum: News & Announcements
Topic: A menus package is now available!
Replies: 26
Views: 421770

There is no need to edit anything. Just type bind "0" "menuselect 10" in your client console. If you then hit 0 the menu will close. We will change that in the future, so there is no need to do that.
by Ayuto
Thu Oct 09, 2014 7:47 am
Forum: General Discussion
Topic: Happy Birthday La Muerte!!!
Replies: 8
Views: 28498

Happy Birthday! :)
by Ayuto
Thu Oct 09, 2014 7:46 am
Forum: News & Announcements
Topic: A menus package is now available!
Replies: 26
Views: 421770

No, it's currently not possible, but we will consider your suggestion!
by Ayuto
Tue Oct 07, 2014 3:12 pm
Forum: Plugin Development Support
Topic: How to make player invisible?
Replies: 12
Views: 22474

To make an entity completely invisible (even the weapons a player has) I hooked CBaseEntity::SetTransmit() with SPE some years ago. http://forums.eventscripts.com/viewtopic.php?f=90&t=45739&p=399762&hilit=SetTransmit#p399762 I'm pretty sure this will also work with CS:GO. And doing this with SP will...

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