Search found 331 matches
- Wed Aug 08, 2018 11:06 pm
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 68246
[CSGO] Floating Damage Numbers
https://i.imgur.com/C4wu9uO.png This plugin adds damage numbers / combat text commonly seen in RPG games to your server. The numbers can only be seen by the player who did the damage. Currently it only works in CS:GO , as that's the only game with the point_worldtext entity. I'm looking into using ...
- Tue Aug 07, 2018 8:11 pm
- Forum: Plugin Development Support
- Topic: hegrenade detonate
- Replies: 7
- Views: 6819
Re: hegrenade detonate
I'm assuming Kami wants the grenade to detonate only if it hits the world.
Doesn't grenade_bounce get called when it touches other entities (players, props) as well?
Syntax: Select all
..
if touching.classname == "worldspawn":
..
Doesn't grenade_bounce get called when it touches other entities (players, props) as well?
- Tue Aug 07, 2018 7:58 pm
- Forum: Plugin Development Support
- Topic: hegrenade detonate
- Replies: 7
- Views: 6819
Re: hegrenade detonate
I'm guessing the offset for detonate() is outdated. I'd update it but I have no idea how to get CS:GO offsets. However, I think this might help you: @EntityPostHook(EntityCondition.equals_entity_classname("hegrenade_projectile"), 'start_touch') def Entity_StartTouch...
- Sun Aug 05, 2018 3:24 pm
- Forum: Plugin Development Support
- Topic: hooking "prethink" only runs when ducking [TF2]
- Replies: 7
- Views: 6543
Re: hooking "prethink" only runs when ducking [TF2]
Oh, I had no idea. That's awesome!
- Fri Aug 03, 2018 5:58 pm
- Forum: Plugin Development Support
- Topic: hooking "prethink" only runs when ducking [TF2]
- Replies: 7
- Views: 6543
Re: hooking "prethink" only runs when ducking [TF2]
From what I've seen, no. Someone has to manually update the offsets.
Once the changes made on github make it into the latest build, you can run the sp update command on your server to get the latest version without changing the files yourself.
Once the changes made on github make it into the latest build, you can run the sp update command on your server to get the latest version without changing the files yourself.
- Fri Aug 03, 2018 5:47 pm
- Forum: Plugin Development Support
- Topic: How to use PlayerDictionary?
- Replies: 2
- Views: 2949
Re: How to use PlayerDictionary?
The dictionary holds instances of the Player class you specified, in this case RTDPlayer . You can get a Player instance either by userid or index. player_dict = PlayerDictionary(factory=RTDPlayer) # Get Player instance by index. player = player_dict[index] # Get Player instance by userid. p...
- Fri Aug 03, 2018 3:57 pm
- Forum: Plugin Development Support
- Topic: hooking "prethink" only runs when ducking [TF2]
- Replies: 7
- Views: 6543
Re: hooking "prethink" only runs when ducking [TF2]
I went ahead and updated all of the TF offsets.
- Mon Jul 16, 2018 7:05 pm
- Forum: General Discussion
- Topic: RBG values to colour name Python
- Replies: 1
- Views: 2730
Re: RBG values to colour name Python
Haven't really played around with color libraries, but these two seem to do what you need: webcolors and Optimized-RGB-To-ColorName.
As for removing shades of green from an image, I have no idea.
As for removing shades of green from an image, I have no idea.
- Tue May 29, 2018 4:01 pm
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7575
Re: parent entity behaviour effects changed
I just tried it and yes, it did. It gave me the absolute origin.
Syntax: Select all
origin: Vector(0.0, 0.0, 0.0)
keyvalue origin: Vector(-1125.4588623046875, -899.1467895507812, 177.48202514648438)
- Tue May 29, 2018 3:24 pm
- Forum: Plugin Development Support
- Topic: Draw Crosshair
- Replies: 5
- Views: 4996
Re: Draw Crosshair
Here's a simple and dirty way to get a crosshair on snipers (decompile's 3rd suggestion): https://gist.github.com/vinci6k/3c54ab66bc6cf13a060299c07997e9bc yes you can use screenoverlay + .vmt but i think that is not auto-adjusting to screensize, so really ugly. would not recommend.. I can think of t...
- Mon May 28, 2018 6:51 pm
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7575
Re: parent entity behaviour effects changed
Sorry for not answering your question. I remember having issues getting the proper origin of the weapon model the player was holding before, and I had no idea how to get the absolute origin. Which is why I thought SP didn't expose a way to get the absolute origin.
- Mon May 28, 2018 1:39 am
- Forum: Plugin Development Support
- Topic: parent entity behaviour effects changed
- Replies: 10
- Views: 7575
Re: parent entity behaviour effects changed
When you parent an entity to another, the origin changes from world space to local space (space of the parent entity). This is probably why you are getting the false position, you are getting the local origin, not the world origin. "Every entity's position ('origin') is stored as a vector relat...
- Mon May 21, 2018 9:24 pm
- Forum: Plugin Development Support
- Topic: Move player behind another
- Replies: 2
- Views: 2772
Re: Move player behind another
Your solution works great, but I kept getting stuck in the ground on slopes. I'd probably just add a couple of checks to see if there's enough space behind the target. I took the is_in_solid() function from the Entity class and used it to check if the new position has enough space for the player to ...
- Sun May 20, 2018 8:28 pm
- Forum: Plugin Development Support
- Topic: Spawn location of particle effect
- Replies: 7
- Views: 6245
Re: Spawn location of particle effect
I figured as much. The particle effect I ported works fine, but I got a lot of errors in my console. https://streamable.com/0skx5 Didn't find particle function Movement Set to Control Point Didn't find particle function Movement Set to Control Point Didn't find particle function Lifespan EndCap Time...
- Sat May 19, 2018 9:42 pm
- Forum: Plugin Development Support
- Topic: SP's update changes
- Replies: 8
- Views: 6316
Re: SP's update changes
I guess you could go through the commits on github?Speed0x wrote:is there any way i can view all changes in SP for x time? because i haven't updated SP for a while... and may need to update code... without trial and error... thanks again
- Thu May 17, 2018 8:37 pm
- Forum: Plugin Development Support
- Topic: Spawn location of particle effect
- Replies: 7
- Views: 6245
Re: Spawn location of particle effect
I haven't played around with Source 2's particle editor at all, so I can't say if it's possible to use particle effects made for the new Dota 2. But it's definitely possible to bring old Dota 2 particle effects into CSGO, but I'm not sure if they will fully work. If you really want to use old Dota 2...
- Thu May 17, 2018 6:44 pm
- Forum: Plugin Development Support
- Topic: How to block money award?
- Replies: 6
- Views: 5630
Re: How to block money award?
satoon101 wrote:To remove the message, you can use a HookUserMessage on SayText2.
I think it should be TextMsg, but HookUserMessage doesn't have it implemented.
- Tue May 15, 2018 6:33 pm
- Forum: Plugin Development Support
- Topic: Spawn location of particle effect
- Replies: 7
- Views: 6245
Re: Spawn location of particle effect
There are a few ways to see how many controlpoints a particle effect has. I usually use the Alien Swarm SDK to view, edit, and create CSGO particles. Download and install Alien Swarm and Alien Swarm - SDK (Steam > Library > Tools). You will need another tool called GCFScape in order to extract the C...
- Mon May 14, 2018 11:25 pm
- Forum: Plugin Development Support
- Topic: Spawn location of particle effect
- Replies: 7
- Views: 6245
Re: Spawn location of particle effect
Some particle effects require controlpoints in order to work properly. The taser effect you want to use needs one controlpoint (cpoint1). https://pastebin.com/gcpGHPur In this example, I used another info_particle_system (with a different taser particle effect) to make it look nice, but you don't ac...
- Wed May 02, 2018 11:58 pm
- Forum: Plugin Development Support
- Topic: how to get the current game state/match state
- Replies: 3
- Views: 3458
Re: how to get the current game state/match state
Just tried m_gamePhase with me + bots for a full match (I set the mp_roundtime/mp_roundtime_defuse to 0.1 and turned off mp_freezetime to speed things up) and I kept getting 0. Here's the SourceMod implementation/wrapper for GameRulesProxy: https://github.com/alliedmodders/sourcemod/blob/master/exte...