Found a solution:
viewtopic.php?f=37&t=1829#p11923
Search found 22 matches
- Wed Jul 12, 2023 8:25 am
- Forum: Plugin Development Support
- Topic: [CS:S] Get origin of info_ladder
- Replies: 1
- Views: 21166
- Mon Jul 10, 2023 7:54 pm
- Forum: Plugin Development Support
- Topic: [CS:S] Get origin of info_ladder
- Replies: 1
- Views: 21166
[CS:S] Get origin of info_ladder
Hello!
How to get origin of entites like info_ladder which is included in the map but engine shows such an error:
Is it possible?
How to get origin of entites like info_ladder which is included in the map but engine shows such an error:
Code: Select all
Attempted to create unknown entity type info_ladder!
Can't init info_ladder
Is it possible?
- Wed Jun 28, 2023 11:40 am
- Forum: Plugin Development Support
- Topic: [CS:S] FX_FireBullets error
- Replies: 1
- Views: 23102
[CS:S] FX_FireBullets error
Hello! I am trying to make FireBullets function in CSS. It seems working, but gives error: RuntimeError: Access violation while reading address '8'. And it doesn't deal damage. How to fix it? import memory from memory import Convention from memory import DataType from memory.hooks import PreHook fro...
- Sun May 14, 2023 6:48 pm
- Forum: Plugin Development Support
- Topic: Pose parameter
- Replies: 3
- Views: 23251
Re: Pose parameter
Just discovered that in CSS changing m_flPoseParameter work if disabled client side animation. In CSGO it worked without this.
Syntax: Select all
entity.set_property_bool('m_bClientSideAnimation', False)
entity.set_property_float('m_flPoseParameter.000', 0.85)
- Sun May 14, 2023 5:40 pm
- Forum: Plugin Development Support
- Topic: Pose parameter
- Replies: 3
- Views: 23251
Re: Pose parameter
Thank you for help! Now call function is working but there are no changes on the model as well as with the code from the first post. Perhaps something is wrong with the model? Going to find out. import memory from memory import Convention, DataType server = memory.find_binary('server'...
- Sun May 14, 2023 1:28 pm
- Forum: Plugin Development Support
- Topic: Pose parameter
- Replies: 3
- Views: 23251
Pose parameter
Hello! I have created a prop_dynamic_override entity and want to change its pose. Because I didn't see any changes with this code in CSS (it do change only once after spawning and when i collapse and expand the game, why?) (in CS GO it works good): entity.set_property_float('m_flPoseParamete...
- Fri May 12, 2023 9:08 am
- Forum: Plugin Development Support
- Topic: Call AddLayeredSequence
- Replies: 5
- Views: 20691
Re: Call AddLayeredSequence
Because I need to add a layer for some specific entity. Therefore, I pass the desired entity as the first argument (the this-pointer). Maybe I'm wrong and you need to do it somehow differently.
- Thu May 11, 2023 6:05 pm
- Forum: Plugin Development Support
- Topic: Call AddLayeredSequence
- Replies: 5
- Views: 20691
- Thu May 11, 2023 8:14 am
- Forum: Plugin Development Support
- Topic: Call AddLayeredSequence
- Replies: 5
- Views: 20691
Call AddLayeredSequence
Hello! I am trying to blend animations on prop_dynamic_override entity. Trying to call CBaseAnimatingOverlay::AddLayeredSequence: import memory from memory import Convention, DataType server = memory.find_binary('server') add_layered_sequence = server[b'\x55\x8B\xEC\x51\x53\xFF\x...
- Thu Apr 20, 2023 10:06 am
- Forum: General Discussion
- Topic: Force player to duck
- Replies: 4
- Views: 18322
Re: Force player to duck
Solved! Fixed camera shaking while ducking. from listeners import OnPlayerRunCommand from players.constants import PlayerButtons @OnPlayerRunCommand def on_player_run_command(player, user_cmd): if player.dead: return user_cmd.buttons |= PlayerButtons.DUCK player.set_property_bool('lo...
- Thu Apr 20, 2023 9:32 am
- Forum: General Discussion
- Topic: Force player to duck
- Replies: 4
- Views: 18322
Re: Force player to duck
Hi, just tested this code in css it seem to the trick: from listeners import OnPlayerRunCommand from players.constants import PlayerButtons @OnPlayerRunCommand def on_player_run_command(player, user_cmd): if player.dead: return user_cmd.buttons |= PlayerButtons.DUCK player.set_property_bool...
- Wed Apr 19, 2023 10:16 pm
- Forum: General Discussion
- Topic: Force player to duck
- Replies: 4
- Views: 18322
Re: Force player to duck
Syntax: Select all
player.set_property_bool('localdata.m_Local.m_bDucked', True)
Works for camera not for player model.
Found this post viewtopic.php?t=1274#p8311. Seems to work but player camera shaking and player model is still in a standing position.
- Wed Apr 19, 2023 9:51 pm
- Forum: General Discussion
- Topic: Force player to duck
- Replies: 4
- Views: 18322
Force player to duck
How to force a player to duck? This code does not work.
Syntax: Select all
from listeners import OnPlayerRunCommand
from players.constants import PlayerButtons
@OnPlayerRunCommand
def on_player_run_command(player, user_cmd):
user_cmd.buttons = 0
user_cmd.buttons |= PlayerButtons.DUCK
pass
- Thu Jul 15, 2021 1:07 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] Get inflictor entity in TakeDamageInfo
- Replies: 4
- Views: 3774
Re: [CS:GO] Get inflictor entity in TakeDamageInfo
SOLVED like this, but I am not sure if this is a proper solution:
Syntax: Select all
target_player.take_damage(20, DamageTypes.BULLET, owner.index, weapon=entity.index)
- Thu Jul 15, 2021 8:12 am
- Forum: Plugin Development Support
- Topic: [CS:GO] Get inflictor entity in TakeDamageInfo
- Replies: 4
- Views: 3774
Re: [CS:GO] Get inflictor entity in TakeDamageInfo
Thank you for reply. I think there is something wrong on my side. I want to get the entity index (like independent sentry gun which has owner player which will be the attacker in TakeDamageInfo) and intercept the damage it does to count the number of kills this entity done. I tried to pass entity in...
- Wed Jul 14, 2021 3:53 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] Get inflictor entity in TakeDamageInfo
- Replies: 4
- Views: 3774
[CS:GO] Get inflictor entity in TakeDamageInfo
How to get / pass the inflictor entity (not attacker and not attacker weapon) which gave damage to player? Entity give damage to enemy player. target_player.take_damage(20, DamageTypes.BULLET, owner.index, entity.index) @EntityPreHook(EntityCondition.is_player, 'on_take_damage'...
- Wed Jun 09, 2021 8:54 am
- Forum: Plugin Development Support
- Topic: Blending animations and poses
- Replies: 1
- Views: 1975
Re: Blending animations and poses
SOLVED like this: In mymodel.qc file, I added pose layers to the required animation and recompiled the model. Now just changing the animation and pose parameter: entity.call_input ('SetAnimation', 'fire') entity.set_property_float('m_flPoseParameter.000', 0.75)
- Mon Jun 07, 2021 11:04 am
- Forum: Plugin Development Support
- Topic: Blending animations and poses
- Replies: 1
- Views: 1975
Blending animations and poses
Hello! Could you give please an example how to blend animations and poses in Source.Python?
- Sun Jun 06, 2021 7:07 am
- Forum: Plugin Development Support
- Topic: Error with TraceFilterSimple()
- Replies: 2
- Views: 2654
Re: Error with TraceFilterSimple()
The following: TraceFilterSimple(ignore=(entity.index, )), Should be: TraceFilterSimple(ignore=(entity, )), Seems like the docstring was forgotten, but this was changed into the following commit: https://github.com/Source-Python-Dev-Team/Source.Python/commit/f4884487...
- Sat Jun 05, 2021 8:08 pm
- Forum: Plugin Development Support
- Topic: Error with TraceFilterSimple()
- Replies: 2
- Views: 2654
Error with TraceFilterSimple()
Hello. When I am trying to create a trace with TraceFilterSimple() to ignore one entity I get error: File "..\addons\source-python\packages\source-python\engines\trace.py", line 207, in __init__ self.ignore = set(map(inthandle_from_baseentity, ignore)) TypeError: No registe...