Search found 863 matches

by L'In20Cible
Thu Dec 20, 2018 12:01 am
Forum: Whatever
Topic: Free games!!
Replies: 40
Views: 16102

Re: Free games!!

by L'In20Cible
Fri Dec 14, 2018 4:34 am
Forum: Whatever
Topic: Free games!!
Replies: 40
Views: 16102

Re: Free games!!

by L'In20Cible
Wed Dec 12, 2018 3:49 am
Forum: Plugin Development Support
Topic: [CS:GO] Accept Input Error
Replies: 3
Views: 361

Re: [CS:GO] Accept Input Error

velocity wrote:Thanks for that, but I still want to know why I get an error

You are getting an error because whatever is stored into stack_data[1], it cannot be decoded as a string. This can be caused by outdated offset, prototype or even convention; hence why I asked if you are sure your data is up-to-date.
by L'In20Cible
Tue Dec 11, 2018 4:57 am
Forum: Plugin Development Support
Topic: [CS:GO] Accept Input Error
Replies: 3
Views: 361

Re: [CS:GO] Accept Input Error

Are you sure your data is up-to-date? That being said, I'm not even sure why you are hooking this method instead of hooking the inputs your are looking for directly. Basically, an input is only a member method of an entity class. The AcceptInput method is an helper that read the datamap of the entit...
by L'In20Cible
Thu Dec 06, 2018 2:26 am
Forum: Plugin Development Support
Topic: CEventAction hook
Replies: 12
Views: 1094

Re: CEventAction hook

I have updated to the latest release and I'm now available to use the code, but it appears that I get a ValueError even tho I know (the trigger_multiple) has an OnTrigger output (Checked with hammer). @EntityPreHook(EntityCondition.is_player, "accept_input") def pre_accept_input&#...
by L'In20Cible
Sun Dec 02, 2018 6:43 pm
Forum: Plugin Development Support
Topic: CEventAction hook
Replies: 12
Views: 1094

Re: CEventAction hook

I did "sp update" but I get import error: File "../addons/source-python/plugins/trikzcafe/region_phase.py", line 18, in <module> from entities import BaseEntityOutput, EventAction EDIT: ImportError: cannot import name 'BaseEntityOutput Due to the recent buildbot changes , bu...
by L'In20Cible
Sat Dec 01, 2018 7:19 pm
Forum: Plugin Development Support
Topic: CEventAction hook
Replies: 12
Views: 1094

Re: CEventAction hook

It's raw and hard-coded but here is a working example: from entities.datamaps import Variant from memory import NULL, get_size from players.entity import Player # Get a Player instance pl = Player(1) # Add some outputs for testing pl.call_input('AddOutput', 'OnIgnite !self,Ig...
by L'In20Cible
Sat Dec 01, 2018 3:29 pm
Forum: Plugin Development Support
Topic: CEventAction hook
Replies: 12
Views: 1094

Re: CEventAction hook

Yes, but you don't need to sigscan the deleter of this class to access it. You need to restructure the class, grab an object pointer and read it without deleting it.
by L'In20Cible
Sat Dec 01, 2018 5:54 am
Forum: Plugin Development Support
Topic: CEventAction hook
Replies: 12
Views: 1094

Re: CEventAction hook

velocity wrote:I'm trying to get more information about the entities in CS:GO. A way to do that is to access the CEventAction:__operator_delete function, but IIRC is too small to get a signature.

How would hooking/calling the deleter of a registered output action gives you information? :eek:
by L'In20Cible
Fri Nov 30, 2018 4:16 am
Forum: Plugin Development Support
Topic: Strange behavior with my implementation of player.set_active_weapon()
Replies: 6
Views: 522

Re: Strange behavior with my implementation of player.set_active_weapon()

A couple other minor optimizations from that code: Technically, using the prefix would break for some other games where the prefix is not always used/consistent. Plus, we already have access to the name without any prefix, so why bother. # Build a list of weapons without prefix weapons = [weapon.ba...
by L'In20Cible
Thu Nov 29, 2018 3:52 am
Forum: Plugin Development Support
Topic: Strange behavior with my implementation of player.set_active_weapon()
Replies: 6
Views: 522

Re: Strange behavior with my implementation of player.set_active_weapon()

Your code could be something like the following: # ../addons/source-python/weapons/weapons.py # ============================================================================ # >> IMPORTS # ============================================================================ # Source.Python Imports # Commands ...
by L'In20Cible
Tue Nov 27, 2018 2:34 am
Forum: Plugin Development Support
Topic: [CS:GO] Check if entity is hidden to begin with
Replies: 5
Views: 432

Re: [CS:GO] Check if entity is hidden to begin with

velocity wrote:That worked thanks. I have some follow up questions. Is it possible to get the entities associated with a button (without having to press it).

Please, create new threads. Makes the searches more efficient if unrelated questions are indexed separately.
by L'In20Cible
Mon Nov 26, 2018 2:28 pm
Forum: Plugin Development Support
Topic: [CS:GO] Check if entity is hidden to begin with
Replies: 5
Views: 432

Re: [CS:GO] Check if entity is hidden to begin with

Based on the SDK , func_brush is using an EntityEffects . Something like this should works: from entities.constants import EntityEffects def is_func_brush_visible(brush): return EntityEffects.NODRAW not in EntityEffects(brush.effects) # I don't fully remember if this should be .v...
by L'In20Cible
Mon Nov 26, 2018 3:40 am
Forum: Plugin Development Support
Topic: [CS:GO] Check if entity is hidden to begin with
Replies: 5
Views: 432

Re: [CS:GO] Check if entity is hidden to begin with

I'd say it depends of the entity. Most toggleable ones carry their own Boolean flag to whether or not they should think every frame.
by L'In20Cible
Mon Nov 19, 2018 3:00 am
Forum: Plugin Development Support
Topic: SetTransmit on entities
Replies: 23
Views: 1852

Re: SetTransmit on entities

SetTransmit is virtual, meaning that every classes can implement their own. If you are using is_not_player as condition, the very first entity that match that criteria will see its function retrieved and hooked from its dispatch table. You most likely want to explicitly ask for that entity here, oth...
by L'In20Cible
Sun Nov 18, 2018 4:17 am
Forum: Plugin Requests
Topic: [CS:GO] Giving knives
Replies: 3
Views: 396

Re: [CS:GO] Giving knives

I could have guessed it since it was difficult to do anyway, but I was caught up by all those servers running plugins that allow you to change your knife. These servers are most likely using some kind of token updater that they purchases from shady sites that register fake accounts, etc. As far as ...
by L'In20Cible
Sun Nov 18, 2018 1:11 am
Forum: Plugin Development Support
Topic: CSGO: Random bots spawn
Replies: 4
Views: 3241

Re: CSGO: Random bots spawn

I'm fairly sure I remember seeing a method used to select a spawnpoint for player. Hooking that method could allow you to create or move a spawnpoint to any location of your choice before returning it. I will see if I can find its name again. EDIT: The method is CBasePlayer::EntSelectSpawnPoint . If...
by L'In20Cible
Sun Nov 18, 2018 1:09 am
Forum: Plugin Development Support
Topic: [CS:GO] AcceptEntityInput
Replies: 5
Views: 2115

Re: [CS:GO] AcceptEntityInput

I heard someone said that you could create a prop_dynamic_overwrite and parent it to the player. After that you set the view entity to the prop. This should remove it, but there are a lot of bugs doing this. For example, you cannot see your hands anymore aswell turning your aim is difficult. Yeah, ...

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