Search found 1257 matches

by L'In20Cible
Fri Sep 23, 2022 2:37 am
Forum: Plugin Development Support
Topic: TF2 Event Win Reasons
Replies: 4
Views: 4170

Re: TF2 Event Win Reasons

You can find the enumeration declaration in the SDK. However, I'm not sure how up-to-date it is, nor if it is complete. The translations files usually have the whole list that allows you to compare the index with the message, etc.
by L'In20Cible
Fri Sep 23, 2022 1:34 am
Forum: Plugin Development Support
Topic: TF2 Event Win Reasons
Replies: 4
Views: 4170

Re: TF2 Event Win Reasons

# ../resource/tf_english.txt "Winreason_AllPointsCaptured" "%s1 captured all control points" "Winreason_FlagCaptureLimit" "%s1 captured the enemy intelligence %s2 times" "Winreason_FlagCaptureLimit_One" "%s1 captured the enemy intelligence %s2 ...
by L'In20Cible
Sun Sep 18, 2022 6:48 am
Forum: Custom Packages
Topic: Enki
Replies: 3
Views: 52864

Re: Enki

It is indeed very cool! Fighting client prediction on physics or movements is always a pain and it looks really smooth in your previews which is impressive. I've not looked much at the code, but 2 things I've noticed: ⋅ In your first example (water_splash.py), I think you could use the fol...
by L'In20Cible
Sun Sep 18, 2022 6:37 am
Forum: Plugin Development Support
Topic: trace ray
Replies: 4
Views: 7526

Re: trace ray

You can simply modify the TraceFilterSimple to ignore all players: engine_trace.trace_ray( TraceFilterSimple(ignore=[player.index for player in PlayerIter()]), ) Despite what I believe is outdated documentation, the TraceFilterSimple class actually accept an iterable of Base...
by L'In20Cible
Thu Jul 07, 2022 1:58 am
Forum: Plugin Development Support
Topic: print UnicodeEncodeError
Replies: 4
Views: 6407

Re: print UnicodeEncodeError

Thank you for your update! The machine where the exception occurs is running CS:S only, since your core file is inside a csgo folder. My bad, knew you were on Linux but thought this was for CS:GO. I will drop a CS:S build in that directory shortly. Its a very weird behaviour, since the machine's ou...
by L'In20Cible
Wed Jul 06, 2022 4:39 pm
Forum: Plugin Development Support
Topic: print UnicodeEncodeError
Replies: 4
Views: 6407

Re: print UnicodeEncodeError

My first guess would be that, at some point, your locale settings are being overwritten somehow causing SP to resolve to ascii after a subsequent launch of your server(s). We -could- enforce an encoding, however, this would likely result into weird behaviours for everything that rely on locale/defau...
by L'In20Cible
Tue May 31, 2022 5:39 pm
Forum: Plugin Development Support
Topic: HudMsg immediately disappears
Replies: 2
Views: 3418

Re: HudMsg immediately disappears

Whenever a new round starts, the game send a ResetHUD message to all players in order to remove messages from the last round. Delay your message by a few frames so that it is being sent after that reset.
by L'In20Cible
Thu May 05, 2022 5:22 pm
Forum: Plugin Development Support
Topic: Entity I/O
Replies: 4
Views: 4628

Re: Entity I/O

Articha wrote:you write two DataType.Pointer. How I know what arguments should be passed to function?

That specific function is defined as an ENTITYFUNCPTR:

Syntax: Select all

typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther );
So, it accepts 2 CBaseEntity pointers; this and pOther.
by L'In20Cible
Thu May 05, 2022 1:59 pm
Forum: Plugin Development Support
Topic: Entity I/O
Replies: 4
Views: 4628

Re: Previous forum

I still don't want to hook OnTrigger like in trigger_multiple, bcz there's many triggers with OnTrigger output. Can I somehow move that trigger into FireUser1-4 without Hammer? I understand the reasoning, but I don't think these inputs/outputs are the solution here. Instead, you could simply inject...
by L'In20Cible
Fri Apr 15, 2022 9:35 am
Forum: Plugin Development Support
Topic: [Cs:s] Hook remaining time of the map
Replies: 7
Views: 12765

Re: [Cs:s] Hook remaining time of the map

You don't necessarily need a signature for that: from cvars import ConVar from engines.gamerules import find_game_rules from engines.server import global_vars mp_timelimit = ConVar('mp_timelimit') def get_map_remaining_time(): """Returns the remaining time for ...
by L'In20Cible
Tue Dec 28, 2021 8:24 am
Forum: Plugin Development Support
Topic: ClientCommand working for +lookatweapon but not +jump?
Replies: 2
Views: 4712

Re: ClientCommand working for +lookatweapon but not +jump?

Why does this happen, and is there a way around it? Commands that are solely flagged as CLIENTDLL are for the most part not networked from client → server. This is the case for movements and impulses; they are combined using bitwise operators and networked as a single integer once per frame rather ...
by L'In20Cible
Tue Dec 21, 2021 1:50 pm
Forum: Custom Packages
Topic: EasyPlayer
Replies: 15
Views: 62891

Re: EasyPlayer

I've chosen not to implement caching as I believe one should be using PlayerDictionary anyways, and subclassing to enable caching should be trivial. Technically they could also pass caching=True on construction to get the instance from the cache. Not declaring it in the class (or its __init__ signa...
by L'In20Cible
Mon Dec 20, 2021 9:15 am
Forum: Custom Packages
Topic: EasyPlayer
Replies: 15
Views: 62891

Re: EasyPlayer

Why should I use caching though? Isn't that what PlayerDictionary is for? To an extent, yes. Assuming scripters using your library only query instances from a dictionary. Telling your class to uses caching makes sure all the following is True : from players.entity import Player from players.diction...
by L'In20Cible
Mon Dec 20, 2021 5:22 am
Forum: Custom Packages
Topic: EasyPlayer
Replies: 15
Views: 62891

Re: EasyPlayer

Nice! Here are some stuff I noticed after a quick hovering: ⋅ Your Player class won't use caching unless you explicitly tell it to do so: class Player(SourcePythonPlayer): """A player entity class with additional functionality. Takes full advantage of the `Effect` cl...
by L'In20Cible
Mon Dec 20, 2021 5:07 am
Forum: Plugin Development Support
Topic: Is it possible to use the newer style radio menus?
Replies: 2
Views: 4474

Re: Is it possible to use the newer style radio menus?

Very unlikely. That menu is probably client-side and all the server receives are the radio commands upon selection. I vaguely remember CS:GO didn't even offer the old ShowMenu at first when it was released and was added later on due to community demands.
by L'In20Cible
Mon Dec 20, 2021 5:05 am
Forum: Plugin Requests
Topic: Snowfall for Black Mesa
Replies: 29
Views: 30594

Re: Snowfall for Black Mesa

It will only work on small maps that don't already have a lot of particles. For example, on CS:S it will work on maps such as cs_assault but won't on maps such as de_dust2 (larger, with lot of dust particles builtins, etc.).
by L'In20Cible
Mon Dec 13, 2021 9:44 pm
Forum: Plugin Development Support
Topic: When to create and cache a TempEntity?
Replies: 4
Views: 6652

Re: When to create and cache a TempEntity?

And I can reuse this throughout the plugin's entire lifetime? Just making sure :grin: Yes. The engine uses a global instance and set all values every times it sends one, but the TempEntity class was designed with isolation in mind and make a copy of the global instance so that each instances have t...
by L'In20Cible
Mon Dec 13, 2021 9:13 pm
Forum: Plugin Development Support
Topic: When to create and cache a TempEntity?
Replies: 4
Views: 6652

Re: When to create and cache a TempEntity?

Taking your example here you could preset all the following because it doesn't change: model = Model('sprites/laserbeam.vmt') te = TempEntity('BeamRingPoint') te.start_radius = 40 te.end_radius = 60 te.frame_rate = 100 te.life_time = 1 te.start_width = 10 te.end_width...
by L'In20Cible
Fri Dec 10, 2021 7:26 am
Forum: API Design
Topic: Improving LangStrings and TranslationStrings to be less restrictive
Replies: 9
Views: 41639

Re: Improving LangStrings and TranslationStrings to be less restrictive

If you absolutely want to define the string in your code then yes, you will need either a subclass or a function like you currently have otherwise tokens will be using the default language for every missing ones. Though, your function could be simplified to something like this (untested): def tokeni...

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