[HL2:DM] Let bodies drop something

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Painkiller
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[HL2:DM] Let bodies drop something

Postby Painkiller » Fri Jan 27, 2017 3:35 pm

Could someone write me a script?

For example, a pocket where all the weapons the dead player possessed.
And also gibs.

Materials and Models i have.

Thanks In Advance

Ok this is the code but crash my server.



Syntax: Select all

from entities.hooks import EntityPreHook
from entities.hooks import EntityCondition
from memory import make_object
import core
from entities.entity import Entity
from players.entity import Player
from events import Event
from players.helpers import index_from_userid
from mathlib import Vector
from engines.precache import Model
from filters.entities import EntityIter

from listeners.tick import Delay

kill_time = 10


weapon_dict = {}
was_touched = {}

@Event('player_death')
def player_death(ev):
player = Player(index_from_userid(ev['userid']))
entity = Entity.create("prop_physics_override")
entity.model = Model("models/items/item_equipment_r2.mdl")
entity.spawn()
was_touched[entity] = 0
weapon_dict[entity] = {}
origin = player.origin
origin[2] += 15.0
entity.teleport(origin, Vector(0,0,0),Vector(0,0,0))
Delay(kill_time, remove_entity, (entity,))
for weapon in player.weapons():
if weapon.classname not in "weapon_crowbar;weapon_stunstick;weapon_physcannon":
try:
weapon_dict[entity][weapon.classname] = weapon.get_ammo() + weapon.get_clip()
except ValueError:
weapon_dict[entity][weapon.classname] = weapon.get_ammo()

def remove_entity(entity):
entity.call_input('Kill')

def give_weapon(player,weapon):
wpn = Entity.create(weapon)
wpn.spawn()
wpn.teleport(player.origin,Vector(0,0,0),Vector(0,0,0))



@EntityPreHook(EntityCondition.is_player, 'touch')
def pre_start_touch(stack):
touch_ent = make_object(Entity, stack[1])
player_ent = make_object(Entity, stack[0])
player = Player(player_ent.index)
weapon_list = []
if touch_ent.model.path == "models/items/item_equipment_r2.mdl":
if was_touched[touch_ent] == 0:
was_touched[touch_ent] = 1
for weapon in player.weapons():
weapon_list.append(weapon.classname)
for weapon in weapon_dict[touch_ent]:
if not weapon in weapon_list:
give_weapon(player,weapon)
else:
for weapon in player.weapons():
if weapon.classname not in "weapon_crowbar;weapon_stunstick;weapon_physcannon":
weapon.ammo += int(weapon_dict[touch_ent][weapon.classname])
touch_ent.call_input('Kill')
handle = touch_ent.get_property_int('m_pParent')
if handle != -1:
return False
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satoon101
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Re: [HL2:DM] Let bodies drop something

Postby satoon101 » Mon Jan 30, 2017 12:52 am

Maybe try the following. I don't have the model you referenced, so I had to change it to test. You can obviously change the value to whatever you want in the configuration.

Syntax: Select all

# =============================================================================
# >> IMPORTS
# =============================================================================
# Python
from collections import defaultdict

# Source.Python
from engines.precache import Model
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from filters.weapons import WeaponClassIter
from listeners.tick import Delay
from memory import make_object
from players.entity import Player
from weapons.entity import Weapon
from weapons.manager import weapon_manager


# =============================================================================
# >> CONFIGURATION
# =============================================================================
# Set to the model to use for the dropped pack
pack_model = 'models/props_junk/bicycle01a.mdl'

# Set to the number of seconds before the pack is removed
kill_time = 120

# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


# =============================================================================
# >> GLOBAL VARIABLES
# =============================================================================
ini_weapons = weapon_manager.ini['weapons']

# Get the weapons to not store in the pack
skip_weapons = [
weapon.name for weapon in
list(WeaponClassIter('melee')) + list(WeaponClassIter('tool'))
]

# Get the weapons that do not have a clip
ammo_only_weapons = [
weapon.name for weapon in weapon_manager.values() if weapon.clip is None
]

# Get the weapons that have a secondary fire
secondary_ammo_weapons = [
weapon_manager[weapon].name for weapon, values in
ini_weapons.items()
if values.get('secondary_fire_ammoprop') is not None
]

# Create a dictionary to store delays
pack_delays = dict()


# =============================================================================
# >> CLASSES
# =============================================================================
class _WeaponPacks(defaultdict):
def __delitem__(self, item):
"""Override to cancel the delay and remove the entity."""
if item not in self:
return
pack_delays[item]()
super().__delitem__(item)

weapon_packs = _WeaponPacks(dict)


# =============================================================================
# >> GAME EVENTS
# =============================================================================
@Event('player_death')
def _drop_pack(game_event):
# Loop through the victim's weapons
player = Player.from_userid(game_event['userid'])
player_weapons = {}
for weapon in player.weapons():

# Skip any weapons that should not be stored
if weapon.classname in skip_weapons:
continue

# Store the weapon with its ammo and secondary fire ammo
primary_ammo = weapon.ammo
if weapon.classname not in ammo_only_weapons:
primary_ammo += weapon.clip
secondary_ammo = 0
if weapon.classname in secondary_ammo_weapons:
secondary_ammo = weapon.secondary_fire_ammo
player_weapons[weapon.classname] = {
'ammo': primary_ammo,
'secondary': secondary_ammo,
}

# Were any weapons found on the victim?
if not player_weapons:
return

# Create the pack
entity = Entity.create('prop_physics_override')
entity.model = Model(pack_model)
entity.spawn()
origin = player.origin
origin.z += 15
entity.teleport(origin)
weapon_packs[entity.index] = player_weapons
pack_delays[entity.index] = Delay(
delay=kill_time,
callback=_remove_entity,
args=(entity.index, ),
)


# =============================================================================
# >> ENTITY HOOKS
# =============================================================================
@EntityPreHook(EntityCondition.is_player, 'start_touch')
def _touch_pack(stack_data):
entity = make_object(Entity, stack_data[1])

# Is the entity a pack?
if entity.index not in weapon_packs:
return

# Verify the entity is still of the correct type
if entity.classname != 'prop_physics':
del weapon_packs[entity.index]
return

# Verify the entity is still of the correct model
if entity.model.path != pack_model:
del weapon_packs[entity.index]
return

# Verify the toucher is a player
player = make_object(Entity, stack_data[0])
if not player.is_player():
return

# Loop through all of the weapons in the pack
player = Player(player.index)
player_weapons = [weapon.classname for weapon in player.weapons()]
for weapon, values in weapon_packs.pop(entity.index).items():

# Give the player the weapon if they don't already own one
if weapon not in player_weapons:
weapon_entity = make_object(Weapon, player.give_named_item(weapon))
if weapon in ammo_only_weapons:
weapon_entity.ammo = values['ammo']
else:
value = values['ammo'] - weapon_entity.clip
if value >= 0:
weapon_entity.ammo = value
else:
weapon_entity.clip -= abs(value)
if values['secondary']:
weapon_entity.secondary_fire_ammo = values['secondary']

# Increase the player's ammo if they already own the weapon
else:
weapon_entity = player.get_weapon(weapon)
weapon_entity.ammo = min([
weapon_entity.ammo + values['ammo'],
weapon_manager[weapon].maxammo,
])
if values['secondary']:
value = ini_weapons[weapon_manager[weapon].name]
weapon_entity.secondary_fire_ammo = min([
weapon_entity.secondary_fire_ammo + values['secondary'],
value['secondary_fire_ammoprop'],
])

# Remove the pack
del weapon_packs[entity.index]


# =============================================================================
# >> HELPER FUNCTIONS
# =============================================================================
def _remove_entity(index):
entity = Entity(index)
if entity.classname == 'prop_physics':
entity.remove()
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Painkiller
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Re: [HL2:DM] Let bodies drop something

Postby Painkiller » Mon Jan 30, 2017 10:55 am

Ok, I've tested it for a while.

It seems to me as if it again with some maps not works and server crasht.

I found to regret no error logs.

I also much on which one can not collect this crate, one remains always remain.

Perhaps it is because they do not disappear by themselves after a certain time?
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L'In20Cible
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Re: [HL2:DM] Let bodies drop something

Postby L'In20Cible » Mon Jan 30, 2017 2:25 pm

It does crash for the same reason as this: viewtopic.php?p=9615#p9615

Syntax: Select all

void CBaseEntity::StartTouch( CBaseEntity *pOther )
{
// notify parent
if ( m_pParent != NULL )
m_pParent->StartTouch( pOther );
}
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Painkiller
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Re: [HL2:DM] Let bodies drop something

Postby Painkiller » Mon Jan 30, 2017 3:18 pm

I had also suspected where I have to register this now exactly?
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Ayuto
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Re: [HL2:DM] Let bodies drop something

Postby Ayuto » Mon Jan 30, 2017 4:59 pm

I think it would make much more sense if Kami continues this thread as he is the author of your plugin. He should be able to fix his plugin using the information provided here.
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Kami
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Re: [HL2:DM] Let bodies drop something

Postby Kami » Mon Jan 30, 2017 5:22 pm

Thank you guys for your help! I'm currently pretty ill so I couldn't fix the first version I made yet. satoons version looks a lot better and cleaner though and I'll have a look at it.
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satoon101
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Re: [HL2:DM] Let bodies drop something

Postby satoon101 » Tue Jan 31, 2017 12:04 am

I guess I didn't put 2 and 2 together that this was related to the other thread. Since we are creating the 'pack' entity ourselves, could we avoid all of the crashing by creating a weapon and using Player.bump_weapon instead? I am unable to test for the next couple of hours, but my idea would be:

  1. Create a weapon_slam entity and change its model
  2. Store the entity's index as we currently do in my script above
  3. On Player.bump_weapon, check to see if it is in the weapon_packs dictionary
  4. Give the player the weapons/ammo from the pack
  5. Call a Delay of 0 ticks to remove the 'pack'
  6. Return False for bump_weapon so that the weapon itself is not picked up
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L'In20Cible
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Re: [HL2:DM] Let bodies drop something

Postby L'In20Cible » Tue Jan 31, 2017 12:31 am

It could works, yes. But since your version is using StartTouch instead of Touch, you could switch to the OnEntityOutput listener. Could also use Entity.delay to remove the packs.

However, after looking into both codes again, the first code he posted was crashing even if the parent call was ignored which make me think of another issue someone reported (on github I think) about the Teleport method crashing while called into a callback. Could simply set the Entity.origin property prior the spawn call.
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Kami
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Re: [HL2:DM] Let bodies drop something

Postby Kami » Wed Feb 01, 2017 5:59 pm

Amazing idea, I will try it that way. Thank you!
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Kami
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Re: [HL2:DM] Let bodies drop something

Postby Kami » Thu Feb 02, 2017 7:46 pm

So I'm pretty lost right now with this. Maybe its because I'm still sick, but I cant seem to figure this out:


Syntax: Select all

# =============================================================================
# >> IMPORTS
# =============================================================================
# Python
from collections import defaultdict

# Source.Python
from engines.precache import Model
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from filters.weapons import WeaponClassIter
from listeners.tick import Delay
from memory import make_object
from players.entity import Player
from weapons.entity import Weapon
from weapons.manager import weapon_manager


# =============================================================================
# >> CONFIGURATION
# =============================================================================
# Set to the model to use for the dropped pack
pack_model = 'models/items/item_equipment_r2.mdl'

# Set to the number of seconds before the pack is removed
kill_time = 15

# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


# =============================================================================
# >> GLOBAL VARIABLES
# =============================================================================
ini_weapons = weapon_manager.ini['weapons']

# Get the weapons to not store in the pack
skip_weapons = [
weapon.name for weapon in
list(WeaponClassIter('melee')) + list(WeaponClassIter('tool'))
]

# Get the weapons that do not have a clip
ammo_only_weapons = [
weapon.name for weapon in weapon_manager.values() if weapon.clip is None
]

# Get the weapons that have a secondary fire
secondary_ammo_weapons = [
weapon_manager[weapon].name for weapon, values in
ini_weapons.items()
if values.get('secondary_fire_ammoprop') is not None
]

# Create a dictionary to store delays
pack_delays = dict()


# =============================================================================
# >> CLASSES
# =============================================================================
class _WeaponPacks(defaultdict):
def __delitem__(self, item):
"""Override to cancel the delay and remove the entity."""
if item not in self:
return
pack_delays[item]()
super().__delitem__(item)

weapon_packs = _WeaponPacks(dict)


# =============================================================================
# >> GAME EVENTS
# =============================================================================
@Event('player_death')
def _drop_pack(game_event):
# Loop through the victim's weapons
player = Player.from_userid(game_event['userid'])
player_weapons = {}
for weapon in player.weapons():

# Skip any weapons that should not be stored
if weapon.classname in skip_weapons:
continue

# Store the weapon with its ammo and secondary fire ammo
primary_ammo = weapon.ammo
if weapon.classname not in ammo_only_weapons:
primary_ammo += weapon.clip
secondary_ammo = 0
if weapon.classname in secondary_ammo_weapons:
secondary_ammo = weapon.secondary_fire_ammo
player_weapons[weapon.classname] = {
'ammo': primary_ammo,
'secondary': secondary_ammo,
}

# Were any weapons found on the victim?
if not player_weapons:
return

# Create the pack
entity = Entity.create('weapon_crossbow')
entity.model = Model(pack_model)
entity.spawn()
origin = player.origin
origin.z += 15
entity.teleport(origin)
weapon_packs[entity.index] = player_weapons
pack_delays[entity.index] = Delay(
delay=kill_time,
callback=_remove_entity,
args=(entity.index, ),
)


# =============================================================================
# >> ENTITY HOOKS
# =============================================================================
@EntityPreHook(EntityCondition.is_player, 'bump_weapon')
def _touch_pack(stack_data):
entity = make_object(Entity, stack_data[1])

# Is the entity a pack?
if entity.index not in weapon_packs:
return

# Verify the entity is still of the correct type
if entity.classname != 'prop_physics':
del weapon_packs[entity.index]
return

# Verify the entity is still of the correct model
if entity.model.path != pack_model:
del weapon_packs[entity.index]
return

# Verify the toucher is a player
player = make_object(Entity, stack_data[0])
if not player.is_player():
return

# Loop through all of the weapons in the pack
player = Player(player.index)
player_weapons = [weapon.classname for weapon in player.weapons()]
for weapon, values in weapon_packs.pop(entity.index).items():

# Give the player the weapon if they don't already own one
if weapon not in player_weapons:
weapon_entity = make_object(Weapon, player.give_named_item(weapon))
if weapon in ammo_only_weapons:
weapon_entity.ammo = values['ammo']
else:
value = values['ammo'] - weapon_entity.clip
if value >= 0:
weapon_entity.ammo = value
else:
weapon_entity.clip -= abs(value)
if values['secondary']:
weapon_entity.secondary_fire_ammo = values['secondary']

# Increase the player's ammo if they already own the weapon
else:
weapon_entity = player.get_weapon(weapon)
weapon_entity.ammo = min([
weapon_entity.ammo + values['ammo'],
weapon_manager[weapon].maxammo,
])
if values['secondary']:
value = ini_weapons[weapon_manager[weapon].name]
weapon_entity.secondary_fire_ammo = min([
weapon_entity.secondary_fire_ammo + values['secondary'],
value['secondary_fire_ammoprop'],
])

# Remove the pack
del weapon_packs[entity.index]
entity.call_input('Kill')
return False


# =============================================================================
# >> HELPER FUNCTIONS
# =============================================================================
def _remove_entity(index):
entity = Entity(index)
if entity.classname == 'prop_physics':
entity.remove()


So the problems here are:

- The weapon does not change its model (tried it with weapon_slam too, no luck either)

- On pickup it does not give you the weapons

- It still picks up the weapon even when I return False

I'm really sorry if I'm beeing stupid right now.

Edit: I just found one thing where it checks if its still prop_physics. That would propably be a cause for problems...

Edit 2: Okay, now I can collect the weapon stash and I do not pick up the weapon itself anymore. But the model is still not changing!
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L'In20Cible
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Re: [HL2:DM] Let bodies drop something

Postby L'In20Cible » Thu Feb 02, 2017 7:58 pm

Did you try setting the model after the spawn() call? Pretty sure the model is retrieved from the scripts when the entity is being spawned.
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Kami
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Re: [HL2:DM] Let bodies drop something

Postby Kami » Thu Feb 02, 2017 8:15 pm

I just did and its still the same problem!
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satoon101
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Re: [HL2:DM] Let bodies drop something

Postby satoon101 » Thu Feb 02, 2017 8:29 pm

Syntax: Select all

...
# Verify the entity is still of the correct type
if entity.classname != 'prop_physics':
del weapon_packs[entity.index]
return

The above will never be true, since you are not creating a prop anymore.

*Edit: also, there is no need for the Player check, as the function will only be called when a Player bumps a weapon.
*Edit 2: sorry, just read your edits and you already noticed my point above.
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Re: [HL2:DM] Let bodies drop something

Postby Painkiller » Mon Feb 06, 2017 5:13 pm

Hello mates, give it new news?

I am not an expert but it would be better if the model does not immediately. I have different effects, burn corrosive explosions.
Let's say after 3-5 seconds comes the model.

Perhaps that fixes the error we still have.
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Re: [HL2:DM] Let bodies drop something

Postby Painkiller » Thu Feb 23, 2017 8:07 am

Do you have new insights?
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Re: [HL2:DM] Let bodies drop something

Postby Painkiller » Fri Mar 10, 2017 6:51 pm

Hello Please help for this.
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satoon101
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Re: [HL2:DM] Let bodies drop something

Postby satoon101 » Sat Mar 11, 2017 12:05 am

I thought Kami was still working on this, since he started another thread to figure out how to change the model of a weapon. I will try to combine what was learning in that thread to this one when I get the chance tomorrow, unless someone else wants to work on it beforehand.
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Re: [HL2:DM] Let bodies drop something

Postby satoon101 » Sat Mar 11, 2017 4:46 pm

Try this:

Syntax: Select all

# =============================================================================
# >> IMPORTS
# =============================================================================
# Python
from collections import defaultdict

# Source.Python
from engines.precache import Model
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from filters.weapons import WeaponClassIter
from listeners.tick import Delay
from memory import make_object
from players.entity import Player
from weapons.entity import Weapon
from weapons.manager import weapon_manager


# =============================================================================
# >> CONFIGURATION
# =============================================================================
# Set to the model to use for the dropped pack
pack_model = 'models/props_junk/bicycle01a.mdl'

# Set to the number of seconds before the pack is removed
kill_time = 120

# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


# =============================================================================
# >> GLOBAL VARIABLES
# =============================================================================
ini_weapons = weapon_manager.ini['weapons']

# Get the weapons to not store in the pack
skip_weapons = [
weapon.name for weapon in
list(WeaponClassIter('melee')) + list(WeaponClassIter('tool'))
]

# Get the weapons that do not have a clip
ammo_only_weapons = [
weapon.name for weapon in weapon_manager.values() if weapon.clip is None
]

# Get the weapons that have a secondary fire
secondary_ammo_weapons = [
weapon_manager[weapon].name for weapon, values in
ini_weapons.items()
if values.get('secondary_fire_ammoprop') is not None
]

pack_entity = 'weapon_slam'

weapon_packs = defaultdict(dict)


# =============================================================================
# >> GAME EVENTS
# =============================================================================
@Event('player_death')
def _drop_pack(game_event):
# Loop through the victim's weapons
player = Player.from_userid(game_event['userid'])
player_weapons = {}
for weapon in player.weapons():

# Skip any weapons that should not be stored
if weapon.classname in skip_weapons:
continue

# Store the weapon with its ammo and secondary fire ammo
primary_ammo = weapon.ammo
if weapon.classname not in ammo_only_weapons:
primary_ammo += weapon.clip
secondary_ammo = 0
if weapon.classname in secondary_ammo_weapons:
secondary_ammo = weapon.secondary_fire_ammo
player_weapons[weapon.classname] = {
'ammo': primary_ammo,
'secondary': secondary_ammo,
}

# Were any weapons found on the victim?
if not player_weapons:
return

# Create the pack
entity = Entity.create(pack_entity)
entity.spawn()
entity.world_model_index = Model(pack_model).index
origin = player.origin
origin.z += 15
entity.teleport(origin)
weapon_packs[entity.index] = player_weapons
entity.delay(kill_time, _remove_entity, (entity.index,))


# =============================================================================
# >> ENTITY HOOKS
# =============================================================================
@EntityPreHook(EntityCondition.is_player, 'bump_weapon')
def _touch_pack(stack_data):
entity = make_object(Entity, stack_data[1])

# Is the entity a pack?
if entity.index not in weapon_packs:
return

# Verify the entity is still of the correct type
if entity.classname != pack_entity:
return

# Verify the entity is still of the correct model
if entity.world_model_index != Model(pack_model).index:
return

# Loop through all of the weapons in the pack
player = make_object(Player, stack_data[0])
Delay(0, _give_weapons, (player.userid, entity.index))

# Remove the pack
_remove_entity(entity.index)
return False


# =============================================================================
# >> HELPER FUNCTIONS
# =============================================================================
def _give_weapons(userid, index):
player = Player.from_userid(userid)
player_weapons = [weapon.classname for weapon in player.weapons()]
for weapon, values in weapon_packs.pop(index).items():

# Give the player the weapon if they don't already own one
if weapon not in player_weapons:
weapon_entity = make_object(Weapon, player.give_named_item(weapon))
if weapon in ammo_only_weapons:
weapon_entity.ammo = values['ammo']
else:
value = values['ammo'] - weapon_entity.clip
if value >= 0:
weapon_entity.ammo = value
else:
weapon_entity.clip -= abs(value)
if values['secondary']:
weapon_entity.secondary_fire_ammo = values['secondary']

# Increase the player's ammo if they already own the weapon
else:
weapon_entity = player.get_weapon(weapon)
weapon_entity.ammo = min([
weapon_entity.ammo + values['ammo'],
weapon_manager[weapon].maxammo,
])
if values['secondary']:
value = ini_weapons[weapon_manager[weapon].basename]
weapon_entity.secondary_fire_ammo = min([
weapon_entity.secondary_fire_ammo + values['secondary'],
value['secondary_fire_ammoprop'],
])


def _remove_entity(index):
entity = Entity(index)
if entity.classname == pack_entity:
entity.remove()
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Re: [HL2:DM] Let bodies drop something

Postby Painkiller » Sat Mar 11, 2017 5:25 pm

Ok i have test it.

I noticed two problems.

The model disappears to half in the ground
And
The model is always pink and black.

Download to the model :
http://hlsw.rocks-clan.de/~akooh/fastDL/config/Let%20bodies%20drop%20something.rar

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