Search found 141 matches
- Tue Mar 31, 2015 1:24 pm
- Forum: Plugin Development Support
- Topic: Check if entity exists?
- Replies: 4
- Views: 3991
Any, but in my case I'm looking for hl2mp_ragdoll. I'm looking to do some delayed stuff on it, means I'm using the BaseEntity instance of a ragdoll and want to do stuff with it later. Problem is, if it's already removed, the server crashes. Is there something similar to BaseEntity.exists or do I hav...
- Tue Mar 31, 2015 1:22 pm
- Forum: Code examples / Cookbook
- Topic: Particle effects!
- Replies: 36
- Views: 96442
L'In20Cible wrote:The root (index 0) is returned if the given attachment name is not found.
Okay, well looks like the hl2mp player models are setup different then.
L'In20Cible wrote:No special reason, I simply didn't take the time to grab a signature for it yet.
Ah okay, thought it wouldn't be possible or so.
- Tue Mar 31, 2015 12:00 pm
- Forum: Code examples / Cookbook
- Topic: Particle effects!
- Replies: 36
- Views: 96442
Easiest way to do that from what I remember is to open the model in the HL Model Viewer, it lists the attachment points and shows you where they are on the model. Okay, thanks! The attachment index. For example, if you want to attach to the right foot of the player: [python]particle.set_parent(play...
- Tue Mar 31, 2015 11:57 am
- Forum: Plugin Development Support
- Topic: Check if entity exists?
- Replies: 4
- Views: 3991
Check if entity exists?
Is there a way to check if an entity still exists without using EntityIter()?
- Sat Mar 28, 2015 12:50 pm
- Forum: Code examples / Cookbook
- Topic: Particle effects!
- Replies: 36
- Views: 96442
- Sat Mar 28, 2015 12:14 pm
- Forum: Code examples / Cookbook
- Topic: Particle effects!
- Replies: 36
- Views: 96442
- Fri Mar 27, 2015 7:09 pm
- Forum: Code examples / Cookbook
- Topic: Particle effects!
- Replies: 36
- Views: 96442
Hey I made it work again with the following code: from entities.entity import BaseEntity from entities.helpers import create_entity from entities.helpers import spawn_entity from players.entity import PlayerEntity from players.helpers import index_from_userid from events import Event from listeners....
- Sun Mar 15, 2015 4:02 pm
- Forum: Plugin Development Support
- Topic: Giving information to a player
- Replies: 4
- Views: 3618
There's also the I believe it is KeyHudHint usermessage or something to that effect, in CS:S it shows up on the right hand side of the screen close to the middle and can show quite a few lines of text. That's not available in cs:go afaik. @arawra: you could use hudhint as well, but in cs:go it allo...
- Sat Mar 14, 2015 3:44 pm
- Forum: Plugin Development Support
- Topic: Player Buttons
- Replies: 10
- Views: 6556
- Fri Mar 13, 2015 10:49 pm
- Forum: Plugin Development Support
- Topic: Player Buttons
- Replies: 10
- Views: 6556
- Fri Mar 13, 2015 7:49 pm
- Forum: Plugin Development Support
- Topic: Player Buttons
- Replies: 10
- Views: 6556
Player Buttons
I see you have exported player buttons constants here. How would I use those? Am I able to check if a player is holding down a button?
- Sat Mar 07, 2015 12:04 pm
- Forum: News & Announcements
- Topic: Feature Requests
- Replies: 28
- Views: 65925
- Sun Feb 08, 2015 1:15 pm
- Forum: General Discussion
- Topic: Unable to load sourcepython.
- Replies: 24
- Views: 16317
- Sun Feb 08, 2015 12:15 am
- Forum: General Discussion
- Topic: Unable to load sourcepython.
- Replies: 24
- Views: 16317
- Wed Feb 04, 2015 4:51 pm
- Forum: Plugin Development Support
- Topic: How to reset the player's sound to normal on player_blind?
- Replies: 55
- Views: 29297
You can most likely have this if you can find out which functions the game calls to play a sound and then block or modify them with SP. from engines.sound import engine_sound from filters.recipients import RecipientFilter from memory import Argument from memory import Convention from memory import ...
- Tue Feb 03, 2015 7:29 pm
- Forum: Plugin Development Support
- Topic: How to reset the player's sound to normal on player_blind?
- Replies: 55
- Views: 29297
Maybe we can have a soundhook like sourcemod it has: https://github.com/pmrowla/sourcemod-central/blob/master/extensions/sdktools/vsound.cpp
Simple example here: https://forums.alliedmods.net/showthread.php?t=252979
That would be nice
Simple example here: https://forums.alliedmods.net/showthread.php?t=252979
That would be nice
- Sat Jan 17, 2015 12:59 pm
- Forum: Plugin Development Support
- Topic: unloading a sub module?
- Replies: 3
- Views: 3402
- Sat Jan 17, 2015 12:23 pm
- Forum: Plugin Development Support
- Topic: unloading a sub module?
- Replies: 3
- Views: 3402
unloading a sub module?
Hello, I'm currently working on a project with multiple submodules and I'm running into a problem. Let's say I have it set up like this: plugins/test/test.py plugins/test/modules/module.py And I'm importing module.py in test.py like this: from test.modules import module Now when I unload the main sc...
- Wed Sep 17, 2014 3:56 pm
- Forum: Plugin Development Support
- Topic: Prehook PlayerRunCmd & TraceAttack
- Replies: 4
- Views: 4835
- Wed Sep 17, 2014 3:32 pm
- Forum: Plugin Releases
- Topic: EZSP - Libary to easily access SP modules & functions
- Replies: 11
- Views: 12171
Hey, I didn't have time to reply earlier, sorry for that. First of all, no it wasn't my intention to be included to SP, I just didn't know that this forum was made just for that. To the simplifactions you made, I can't confirm that they all work. I have tried earlier methods like PlayerEntity().heal...