Search found 261 matches
- Fri Oct 12, 2018 6:58 pm
- Forum: Plugin Requests
- Topic: A little es help
- Replies: 7
- Views: 12783
Re: A little es help
Could you name a map that crashes? I tried dms_spookface1 which you mentioned in another post but it works fine on that map!
- Sat Oct 06, 2018 5:50 pm
- Forum: General Discussion
- Topic: Downloadables
- Replies: 5
- Views: 6315
Re: Downloadables
I'm not sure if that is what is causing your problem but I experienced similar behavior before when files were added to the Downloadables which did not exists on the server. The server told the client to download the files (hence the downloading every map) but since the server did not have the files...
- Wed Oct 03, 2018 7:16 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] spawn effect
- Replies: 7
- Views: 7239
Re: [HL2:DM] spawn effect
# Valid effects: # EFFECT = 1 # EFFECT = 2 # EFFECT = 3 EFFECT = 2 EFFECT_TIME = 5 import es import gamethread import random def player_spawn(ev): userid = int(ev['userid']) if EFFECT == 1: effect1(userid) elif EFFECT == 2: effect2(userid) elif EFFECT == 3: e...
- Wed Oct 03, 2018 3:51 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] spawn effect
- Replies: 7
- Views: 7239
Re: [HL2:DM] spawn effect
I tried it with the emulator in CS:S and it showed me the effect. Your version did not work because you were missing the import.
- Wed Oct 03, 2018 2:49 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] spawn effect
- Replies: 7
- Views: 7239
Re: [HL2:DM] spawn effect
If you use Ayuto's EventScripts emulator this will just work fine. The only problem this has is that the import for random is missing. Try this with the emulator: # Valid effects: # EFFECT = 1 # EFFECT = 2 # EFFECT = 3 EFFECT = 3 EFFECT_TIME = 5 import es import gamethread import random def player_s...
- Fri Sep 14, 2018 4:44 pm
- Forum: Plugin Development Support
- Topic: Encoding problem with configs
- Replies: 5
- Views: 6421
Re: Encoding problem with configs
I did test it and I will create a pull request (once I figure out how :D) Thanks for your help guys!
- Thu Sep 13, 2018 4:45 pm
- Forum: Plugin Development Support
- Topic: Encoding problem with configs
- Replies: 5
- Views: 6421
Re: Encoding problem with configs
Okay, so this is what I did: # ../config/manager.py """Provides a way to create and execute configuration files.""" # ============================================================================= # >> IMPORTS # ===========================================================...
- Wed Sep 12, 2018 5:27 pm
- Forum: Plugin Development Support
- Topic: Encoding problem with configs
- Replies: 5
- Views: 6421
Encoding problem with configs
Hey guys, for WCS I use this code for my core config file: from config.manager import ConfigManager from core import SOURCE_ENGINE_BRANCH from paths import PLUGIN_DATA_PATH, GAME_PATH import os WCS_DATA_PATH = PLUGIN_DATA_PATH / 'wcs' if not WCS_DATA_PATH.exists(): WCS_DATA_PATH.make...
- Sat Sep 08, 2018 1:10 pm
- Forum: Plugin Development Support
- Topic: Giving player a weapon in cs:go
- Replies: 2
- Views: 3697
Re: Giving player a weapon in cs:go
Hey, I'm not sure why give_named_item does not work for you but this worked for me: from players.entity import Player from events import Event @Event('player_say') def _player_say(ev): player = Player.from_userid(ev['userid']) player.give_named_item("...
- Tue Sep 04, 2018 5:21 pm
- Forum: Plugin Development Support
- Topic: Clan Tag in CS:GO
- Replies: 7
- Views: 7256
Re: Clan Tag in CS:GO
Thank you very much, everything is working fine now :)
- Mon Sep 03, 2018 7:35 pm
- Forum: Plugin Development Support
- Topic: TF2 - Getting weapon names from event byte
- Replies: 10
- Views: 8232
Re: TF2 - Getting weapon names from event byte
Could you show us some code maybe? I tried to use player_shoot but it did not trigger when shooting a weapon.
Are there any other events that return bytes for weapons? I could onylf ind player_shoot
Are there any other events that return bytes for weapons? I could onylf ind player_shoot
- Sun Sep 02, 2018 6:22 pm
- Forum: Plugin Development Support
- Topic: TF2 - Getting weapon names from event byte
- Replies: 10
- Views: 8232
Re: TF2 - Getting weapon names from event byte
Hey, wouldn't it work to just get the players active weapon on those events? In case of player_shoot the active_weapon would be the one he shoots with and I think every event that includes a weapon refers to the active weapon. @Event('player_shoot') def _player_shoot(ev): pla...
- Sat Sep 01, 2018 11:18 pm
- Forum: Plugin Development Support
- Topic: Clan Tag in CS:GO
- Replies: 7
- Views: 7256
Clan Tag in CS:GO
Hey guys, it seems that changing clan tag does not work in CS:GO at the moment. Using Player.clan_tag will change a value which you can read later but it will not show ingame. I'm not sure if this might be an offset problem as I experienced problems with Sourcemod Clan Tag changing too. Maybe someon...
- Wed Aug 08, 2018 9:03 am
- Forum: Plugin Development Support
- Topic: hegrenade detonate
- Replies: 7
- Views: 6828
Re: hegrenade detonate
Thank you both for your help! This is what I am using now and it works pretty well @Event('grenade_bounce') def _grenade_bounce(game_event): coords = Vector(*[game_event[x] for x in 'xyz']) for entity in EntityIter('hegrenade_projectile'): if e...
- Tue Aug 07, 2018 8:22 pm
- Forum: Plugin Development Support
- Topic: hegrenade detonate
- Replies: 7
- Views: 6828
Re: hegrenade detonate
Thank you very much vincit I will give that a try.
I think the Problem with grenade_bounce was that it does not give you a way to identify the nade (Index for example)
I think the Problem with grenade_bounce was that it does not give you a way to identify the nade (Index for example)
- Tue Aug 07, 2018 6:43 pm
- Forum: Plugin Development Support
- Topic: hegrenade detonate
- Replies: 7
- Views: 6828
hegrenade detonate
Hey guys, I'm trying to use detonate() on a projectile_hegrenade entity in CS:GO with this code. @EntityPostHook(EntityCondition.equals_entity_classname("hegrenade_projectile"), 'start_touch') def Entity_StartTouch(args, ret): entity = make_object(Entity...
- Sat Jul 14, 2018 12:31 am
- Forum: Plugin Development Support
- Topic: take_damage triggers player_death twice
- Replies: 2
- Views: 2934
Re: take_damage triggers player_death twice
Thank you I think this might work! :)
- Fri Jul 13, 2018 8:22 pm
- Forum: Plugin Development Support
- Topic: take_damage triggers player_death twice
- Replies: 2
- Views: 2934
take_damage triggers player_death twice
Hey guys, for Warcraft Source I use skills on player_hurt which also deal damage to players. This leads to the same problem that is described here: https://forums.sourcepython.com/viewtopic.php?f=20&t=1817&hilit=take_damage I know I could propably avoid this issue with using on_take_damage h...
- Mon Jul 02, 2018 2:25 pm
- Forum: Plugin Development Support
- Topic: Spin player model without spinning view
- Replies: 0
- Views: 4704
Spin player model without spinning view
Hey guys, I'm currently exploring the idea to spin the players model but not his view. I am able spin the player model and his view with this: from players.entity import Player from events import Event from mathlib import Vector from listeners.tick import Repeat @Event('player_say') ...
- Wed Jun 20, 2018 4:29 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Team Names
- Replies: 14
- Views: 10639
Re: [HL2:DM] Team Names
So I think this should work (and make use of Satoons tips): from players.entity import Player from events import Event from filters.players import PlayerIter from filters.entities import EntityIter from entities.entity import Entity import operator from cvars import ConVar from commands.client impor...