Search found 220 matches
- Sun May 05, 2019 3:51 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
Re: [CS:GO] SourcePython + SourceMod
Oh alright, take your time :) Thanks anyway.
- Sun May 05, 2019 3:33 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
Re: [CS:GO] SourcePython + SourceMod
So what to do about it?
- Sat May 04, 2019 12:00 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
Re: [CS:GO] SourcePython + SourceMod
I have a SourceMod plugin that changes the skybox, seems like FindConVar gets bugged when SourcePython is loaded too
- Fri May 03, 2019 7:13 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
Re: [CS:GO] SourcePython + SourceMod
Nope, only uses OnPlayerRunCmd
- Fri May 03, 2019 7:03 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
Re: [CS:GO] SourcePython + SourceMod
IMPORTANT: Please copy the full output. -------------------------------------------------------- Checksum : 63e69d950baeb3edbb546199b25e85b1 Date : 2019-05-03 19:02:50.175520 OS : Linux-4.15.0-48-generic-x86_64-with-debian-buster-sid Game : csgo SP version : 685 Github commit : d143cf2c1a340ea26c0f9...
- Fri May 03, 2019 6:20 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
Re: [CS:GO] SourcePython + SourceMod
I added plugin_load addons/source-python in server.cfg + Removed sourcepython.vdf and sourcemod chat commands does not work. And yes, I did not change anything about sourcemod.
- Fri May 03, 2019 6:02 pm
- Forum: General Discussion
- Topic: [CS:GO] SourcePython + SourceMod
- Replies: 11
- Views: 11866
[CS:GO] SourcePython + SourceMod
When SourcePython loads before SourceMod I get this error (some sourcmeod plugins stop working): L 05/03/2019 - 19:30:18: [SDKTOOLS] Invalid detour address passed - Disabling detour to prevent crashes You can fix that by putting plugin_load ... in server.cfg, but now the sourcemod chat commands does...
- Fri May 03, 2019 3:19 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] Server module
- Replies: 2
- Views: 3102
Re: [CS:GO] Server module
Alright thanks
- Fri May 03, 2019 2:56 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] Server module
- Replies: 2
- Views: 3102
[CS:GO] Server module
Using Server.tick_interval returns a property object? How to read?
- Tue Apr 23, 2019 11:18 pm
- Forum: General Discussion
- Topic: sourcepython installation broken
- Replies: 5
- Views: 6579
sourcepython installation broken
This is not a bug but can be trouble for some people. When you copy sourcepython from a server to a different server, sourcepython becomes broken because of a new folder path. This can be fixed by adjusting the path accordingly in /cfg/sourcepython/core_settings.ini -> [[[flatfile]]] This got me thi...
- Sat Apr 06, 2019 11:34 pm
- Forum: General Discussion
- Topic: Sourcepython python support
- Replies: 7
- Views: 6453
Re: Sourcepython python support
I don't recommend switching to 3.7 anytime soon, probably 80% of pythons library won't work in 3.7 if I'm wrong, then np, but I'm pretty sure they are going to be compatibility issues with a lot of py libs.
It shouldn't be updated before the "python community" catches up.
It shouldn't be updated before the "python community" catches up.
- Tue Apr 02, 2019 5:45 pm
- Forum: General Discussion
- Topic: Sourcepython python support
- Replies: 7
- Views: 6453
Sourcepython python support
Just to be sure, is source python using Python 3.6.1?
- Fri Feb 01, 2019 6:51 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] solid_flags not working
- Replies: 7
- Views: 5444
Re: [CS:GO] solid_flags not working
After a lot of testing, I just ended up by sending input "Enable" on entity spawn. It's a custom map if I need further help I will put a test code and download link.
- Sun Jan 27, 2019 5:17 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] solid_flags not working
- Replies: 7
- Views: 5444
Re: [CS:GO] solid_flags not working
I took a screenshot from Hammer, if this could be of any help
The func_brush
https://gyazo.com/dda5f5813c8112466bd68fcdb6b782f0
The trigger_multiple
https://gyazo.com/bb3129736361a2e784e72ce9f7c5330c
The func_brush
https://gyazo.com/dda5f5813c8112466bd68fcdb6b782f0
The trigger_multiple
https://gyazo.com/bb3129736361a2e784e72ce9f7c5330c
- Sat Jan 26, 2019 11:08 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] solid_flags not working
- Replies: 7
- Views: 5444
Re: [CS:GO] solid_flags not working
I did:
entity.set_key_value_int("Solidity", 2)
entity.set_key_value_bool("solidbsp", False)
It did not work.
entity.set_key_value_int("Solidity", 2)
entity.set_key_value_bool("solidbsp", False)
It did not work.
- Thu Jan 24, 2019 5:05 pm
- Forum: Plugin Development Support
- Topic: [CS:GO] solid_flags not working
- Replies: 7
- Views: 5444
Re: [CS:GO] solid_flags not working
Thanks that fixed the error, but apparently the func_brush collisions are still disabled and I wonder why? It is a func_brush connected to a trigger_multiple, when you enter the trigger_multiple it sends the output "Toggle" which enables collisions on the func_brush. Is it possible to enab...
- Wed Jan 23, 2019 12:06 am
- Forum: Plugin Development Support
- Topic: [CS:GO] solid_flags not working
- Replies: 7
- Views: 5444
[CS:GO] solid_flags not working
I'm trying to make a func_brush solid by code. And no, changing the solid_flags to SolidFlags.NOT_MOVEABLE won't work with all func_brushes, because for some reason collisions can still be disabled. @OnEntitySpawned def on_entity_spawned(base_entity): classname = base_entity.classname entity...
- Thu Jan 17, 2019 12:51 am
- Forum: Plugin Development Support
- Topic: SetTransmit on entities
- Replies: 23
- Views: 18383
Re: SetTransmit on entities
I guess you are right, thanks for the optimization it helped a lot.
- Wed Jan 16, 2019 7:23 pm
- Forum: Plugin Development Support
- Topic: SetTransmit on entities
- Replies: 23
- Views: 18383
Re: SetTransmit on entities
Definitely an improvement, but it still lags with too many people (after 6 real players, bots apparently take it more nicely) and especially if you are making a plugin that tries to hide everyone because then you have to do same (make_object again) with edict = CheckTransmitInfo._obj(args[1]).client...
- Wed Jan 16, 2019 12:32 pm
- Forum: Plugin Development Support
- Topic: SetTransmit on entities
- Replies: 23
- Views: 18383
Re: SetTransmit on entities
Alright, I didn't know. (I did not edit it before confirmation from you guys), but I still have a lag issue :/