Search found 141 matches
- Wed Jul 15, 2015 3:12 pm
- Forum: General Discussion
- Topic: regarding entity limits...
- Replies: 4
- Views: 5229
- Wed Jul 15, 2015 12:28 pm
- Forum: General Discussion
- Topic: regarding entity limits...
- Replies: 4
- Views: 5229
- Fri Jul 10, 2015 11:48 am
- Forum: Plugin Requests
- Topic: weapon giver on activate? [bms]
- Replies: 20
- Views: 18598
- Mon Jul 06, 2015 10:32 am
- Forum: Plugin Requests
- Topic: weapon giver on activate? [bms]
- Replies: 20
- Views: 18598
Just a wild guess, but I think BMS uses the item_ prefix for entities that are lying around the map and respawning everytime, and just the weapon_ entities for weapons that are held by a player. Means, once a player picks up an item_weapon_mp5 for example, it becomes weapon_mp5, so both should work ...
- Sun Jul 05, 2015 1:56 pm
- Forum: Plugin Requests
- Topic: weapon giver on activate? [bms]
- Replies: 20
- Views: 18598
satoon101 wrote:Also, a couple shortcuts you might not be aware of, stonedegg:Syntax: Select all
entity = Entity.create(weapon)
entity.origin = player.origin
entity.spawn()
Good to know, thanks.
- Sun Jul 05, 2015 12:23 pm
- Forum: Plugin Requests
- Topic: weapon giver on activate? [bms]
- Replies: 20
- Views: 18598
I don't think either that weapons have an item_ prefix, I just copy pasted it. For now you can use this: from events import Event from players.entity import PlayerEntity from players.helpers import index_from_userid from entities.entity import Entity from entities.helpers import create_entity, spawn...
- Sun Jul 05, 2015 11:02 am
- Forum: Plugin Requests
- Topic: weapon giver on activate? [bms]
- Replies: 20
- Views: 18598
You should have received errors when testing your code. it's <gameevent>.get_int(), not GetInt(). Also in CSGO I have to use 4 parameters in give_named_item(), I'm pretty sure it's the same in BMS. from events import Event from players.entity import PlayerEntity from players.helpers import index_fro...
- Fri Jul 03, 2015 10:16 pm
- Forum: General Discussion
- Topic: Dependencies Required
- Replies: 11
- Views: 8236
- Fri Jul 03, 2015 4:50 pm
- Forum: Plugin Development Support
- Topic: player/entity constants: GODMODE
- Replies: 10
- Views: 6794
Yes it's uchar:
Syntax: Select all
from entities.constants import TakeDamage
player.set_property_uchar('m_takedamage', TakeDamage.YES) #no godmode
player.set_property_uchar('m_takedamage', TakeDamage.NO) #godmode
- Thu Jul 02, 2015 1:22 pm
- Forum: Plugin Development Support
- Topic: Guarantee an event listener to be called before other listeners of the same event?
- Replies: 2
- Views: 2723
- Thu Jul 02, 2015 1:09 pm
- Forum: Code examples / Cookbook
- Topic: [TF2] getting healing target + checking if player is being healed from a dispenser
- Replies: 20
- Views: 40070
Yes, all you need to do is loading your script, python does the rest. That's also what I always found annoying with Soucemod, compared to Eventscripts/SourcePython.
- Thu Jul 02, 2015 9:18 am
- Forum: News & Announcements
- Topic: New release July 2nd, 2015!!
- Replies: 14
- Views: 36833
- Wed Jul 01, 2015 10:17 pm
- Forum: General Discussion
- Topic: CSGO: match point
- Replies: 4
- Views: 4380
- Thu Jun 25, 2015 1:19 pm
- Forum: Plugin Development Support
- Topic: CSGO: strict weapon
- Replies: 19
- Views: 12514
- Thu Jun 25, 2015 10:23 am
- Forum: Plugin Development Support
- Topic: CSGO: strict weapon
- Replies: 19
- Views: 12514
On round start, you can iterate over every existing weapon, and remove all those that have the owner attribute on -1. If the map keeps respawning weapons during gameplay, you either use a TickRepeat to remove all weapons without owner every x seconds (this would ofcourse include weapons dropped by p...
- Thu Jun 25, 2015 10:17 am
- Forum: Plugin Development Support
- Topic: Count temp entities
- Replies: 11
- Views: 8336
- Wed Jun 24, 2015 7:16 pm
- Forum: Plugin Development Support
- Topic: Count temp entities
- Replies: 11
- Views: 8336
Thanks for the responses! I haven't tried any method yet because I'm not that far in my code yet, so I was just guessing that EntityIter() might be slower and I want the fastest possible method because in the end I will need to do a lot of stuff every second and even tick. I think using entity liste...
- Wed Jun 24, 2015 4:04 pm
- Forum: Plugin Development Support
- Topic: Count temp entities
- Replies: 11
- Views: 8336
I just saw that there was a misunderstanding on my side. I actually meant "entities with associated edicts" (basically all I can create an Entity instance of ?). Sorry, for the vagueness, I'll explain what my goal is: I'm working on a mod where I place loads of prop_dynamics(_override), along with o...
- Wed Jun 24, 2015 3:37 pm
- Forum: Plugin Development Support
- Topic: Count temp entities
- Replies: 11
- Views: 8336
- Sun Jun 21, 2015 7:40 pm
- Forum: Plugin Development Support
- Topic: Count temp entities
- Replies: 11
- Views: 8336
Count temp entities
Is there an easy way to count all temporary entities? Basically those that are created during gameplay (player entities, weapons, props, effects, etc). I know I could use the entity listeners OnEntityCreated and OnEntityDeleted and count manually, but I hoped there is a function in the engine, is th...