Search found 331 matches
- Tue Apr 12, 2016 9:30 pm
- Forum: Plugin Development Support
- Topic: [CSGO] Setting ammo doesn't work
- Replies: 2
- Views: 2922
- Tue Apr 12, 2016 8:08 pm
- Forum: Plugin Development Support
- Topic: [CSGO] Setting ammo doesn't work
- Replies: 2
- Views: 2922
[CSGO] Setting ammo doesn't work
I can't get set_ammo to work in CSGO. Setting the weapon clip works fine, but setting the weapon ammo only changes the ammo count on the UI. As soon as you either reload or drop and pick up the weapon again, the ammo will revert to the previous value. #set_ammo_test.py from events import Event from ...
- Wed Sep 02, 2015 7:35 pm
- Forum: Plugin Development Support
- Topic: [CSGO]Using generic precache for custom particles
- Replies: 10
- Views: 10671
- Wed Sep 02, 2015 12:41 am
- Forum: Plugin Development Support
- Topic: [CSGO]Using generic precache for custom particles
- Replies: 10
- Views: 10671
I'm such an idiot. Instead of using the same arguments/properties for the info_particle_system as the guy did with the SourceMod code to see if I was missing something, I just blame the implementation. The particles work with Source.Python as well. All I needed to do was add particle.start_active = ...
- Wed Sep 02, 2015 12:04 am
- Forum: Plugin Development Support
- Topic: [CSGO]Using generic precache for custom particles
- Replies: 10
- Views: 10671
satoon, that's awesome! The particles are still not showing though. Maybe I messed up while making the particles. Are you sure the particle is actually working for csgo? Some time ago I did some testing with particles and tried to use pcf files from other games in csgo, or csgo's pcf files in other ...
- Sun Aug 30, 2015 10:22 pm
- Forum: Plugin Development Support
- Topic: [CSGO]Using generic precache for custom particles
- Replies: 10
- Views: 10671
- Sun Aug 30, 2015 9:41 pm
- Forum: Plugin Development Support
- Topic: [CSGO]Using generic precache for custom particles
- Replies: 10
- Views: 10671
[CSGO]Using generic precache for custom particles
I'm having some trouble precaching and using custom particles with the following code: blue_fire = Generic('particles/blue_flame_test.pcf', True) @ClientCommand('+lookatweapon') def test_particle(player_info, command): player = PlayerEntity(index_from_play...
- Sat Aug 22, 2015 4:33 am
- Forum: Plugin Development Support
- Topic: [CSGO]Spawned weapons behave like deagles
- Replies: 6
- Views: 5867
Thank you so much satoon! Weapons sound and shoot as they should now. There's only one issue, the alt fire(+attack2) is kinda messed up. You can't change to burst mode on the famas and the glock, and the scope on snipers(AWP, scout) stay on the screen even after firing. Is there a way to use give_na...
- Fri Aug 21, 2015 3:22 am
- Forum: Plugin Development Support
- Topic: [CSGO]Spawned weapons behave like deagles
- Replies: 6
- Views: 5867
I'm trying to spawn weapons around the map at specific locations, which is why I'm not using give_named_item(). I checked the properties with the code you posted, couldn't find anything close to m_iItemDefinitionIndex. Is there a reason SourceMod and Source.Python don't have the same properties? Edi...
- Fri Aug 21, 2015 2:50 am
- Forum: Plugin Development Support
- Topic: [CSGO]Spawned weapons behave like deagles
- Replies: 6
- Views: 5867
[CSGO]Spawned weapons behave like deagles
weapon = WeaponEntity(create_entity(weapon_name)) weapon.teleport(location, None, None) spawn_entity(weapon.index) No matter what weapon I spawn with the code above, the weapon will sound like a deagle and have no recoil at all. I found a thread on SourceMod forums d...
- Thu Dec 18, 2014 2:56 am
- Forum: Plugin Development Support
- Topic: [CSGO] Skin/item name
- Replies: 0
- Views: 2572
[CSGO] Skin/item name
Hi,
I was wondering if it was possible to get the name of the skin/item the player is currently holding.
Thanks.
I was wondering if it was possible to get the name of the skin/item the player is currently holding.
Thanks.