Search found 331 matches
- Tue May 18, 2021 8:18 pm
- Forum: Plugin Requests
- Topic: Team Join Control
- Replies: 9
- Views: 6880
Re: Team Join Control
Hi Jumpman, give this a shot: # ../force_team/force_team.py # Python from contextlib import suppress from random import choice # Source.Python from commands import CommandReturn from commands.client import ClientCommand from events import Event from filters.players import PlayerIter from listeners i...
- Mon May 10, 2021 6:37 pm
- Forum: Plugin Development Support
- Topic: [CSGO] Setting Hand Viewmodel
- Replies: 6
- Views: 5015
Re: [CSGO] Setting Hand Viewmodel
Jezza already gave us the workaround.. heh. To avoid overlapping of arm models, you need to prevent the precaching of existing arm models. # Source.Python Imports # Engines from engines.server import engine_server # Memory from memory import get_virtual_function from memory.hooks import PreHook @Pre...
- Mon May 10, 2021 3:53 am
- Forum: Plugin Development Support
- Topic: [CSGO] Setting Hand Viewmodel
- Replies: 6
- Views: 5015
Re: [CSGO] Setting Hand Viewmodel
I have an agent skin and running the code I provided didn't give me any issues, so I'm assuming this only happens with custom models.
I'll see if I can find a workaround for the problems you're facing when I get out of bed in a few hours.
I'll see if I can find a workaround for the problems you're facing when I get out of bed in a few hours.
- Mon May 10, 2021 3:23 am
- Forum: Plugin Requests
- Topic: HL2:DM-Skybox for all maps
- Replies: 2
- Views: 3209
Re: HL2:DM-Skybox for all maps
Hi daren, I believe this should achieve what you want: # ../random_skybox/random_skybox.py # Python from random import choice # Source.Python from cvars import ConVar from listeners import OnServerActivate from paths import GAME_PATH from stringtables.downloads import Downloadables skyboxes = ( ...
- Sun May 02, 2021 10:43 pm
- Forum: Plugin Development Support
- Topic: [CSGO] Setting Hand Viewmodel
- Replies: 6
- Views: 5015
Re: [CSGO] Setting Hand Viewmodel
Setting the m_szArmsModel property should work: # ../change_model/change_model.py # Source.Python from commands import CommandReturn from commands.client import ClientCommand from engines.precache import Model from engines.server import engine_server from players.entity import Player model_path = ...
- Mon Apr 26, 2021 6:55 pm
- Forum: Plugin Requests
- Topic: [REQUEST]Hide Radar
- Replies: 21
- Views: 14641
Re: [REQUEST]Hide Radar
Fixed an issue when attempting to hide the radar for bots, you can find the updated plugin in this post.
- Wed Apr 21, 2021 2:17 am
- Forum: Plugin Development Support
- Topic: Delete Player Weapons On Death.
- Replies: 7
- Views: 4790
Re: Delete Player Weapons On Death.
If you hook on_take_damage_alive instead of on_take_damage, you'll get correct damage numbers which account for armor.Grubbsy wrote:The code works well, except for when you headshot a player with armor lol.
- Mon Mar 29, 2021 3:47 am
- Forum: Plugin Requests
- Topic: Half-Life 2 Deathmatch - God mode
- Replies: 44
- Views: 54675
Re: Half-Life 2 Deathmatch - God mode
I can think of one thing which could be causing this - you're getting 12 kills before the old godmode expires, so the first delayed reset (45 seconds) cancels the second godmode. Try this and tell us if you have the same issue: # ../killstreak_god/killstreak_god.py # Python from time import time # S...
- Mon Mar 29, 2021 3:39 am
- Forum: Plugin Requests
- Topic: [REQUEST]Hide Radar
- Replies: 21
- Views: 14641
Re: [REQUEST]Hide Radar
I'm not sure what could have caused this. Are you running both SP and SM? And could you PM me with a list of plugins that you're running which utilize menus?
- Mon Mar 29, 2021 3:37 am
- Forum: Plugin Releases
- Topic: [CSGO] Curving Flash
- Replies: 14
- Views: 13378
Re: [CSGO] Curving Flash
Thank you for the pointers, L'In20Cible. I'll rework the plugin to use a custom package if I have time tomorrow.
- Sat Mar 27, 2021 9:11 am
- Forum: Plugin Releases
- Topic: [CSGO] Curving Flash
- Replies: 14
- Views: 13378
Re: [CSGO] Curving Flash
Do you want to use Curving Flash as part of another plugin? Maybe as a passive skill or an item that can be picked up? With the 1.3 update, you can!
Check out the integration with other plugins section for more information.
- Fri Mar 26, 2021 10:10 pm
- Forum: Plugin Releases
- Topic: [CSGO] Curving Flash
- Replies: 14
- Views: 13378
Re: [CSGO] Curving Flash
Thank you for the kind words Joe! :embarrassed: What you're asking for could be achieved with a simple server command that can enable or disable the curving flashbangs for the specified player (userid). I'm heading out right now, so I can't add the command right away. But I'll try to implement it as...
- Sun Mar 21, 2021 7:41 am
- Forum: Plugin Releases
- Topic: [CSGO] Curving Flash
- Replies: 14
- Views: 13378
Re: [CSGO] Curving Flash
- Added the French translation - thank you very much L'In20Cible.
- Fixed a bug that prevented the plugin from getting loaded with the autoexec/server.cfg file.
- Tue Mar 16, 2021 5:44 am
- Forum: Plugin Releases
- Topic: [CSGO] Curving Flash
- Replies: 14
- Views: 13378
Re: [CSGO] Curving Flash
- General code cleanup (thank you L'In20Cible).
- Implemented translations.
- Replaced the way bounces are detected in order to improve performance.
- Wed Mar 10, 2021 7:35 pm
- Forum: General Discussion
- Topic: Changing the csgo disconnect message
- Replies: 1
- Views: 3818
Re: Changing the csgo disconnect message
One way to have a custom server shutdown message would be to kick all the players with the custom message, and then shut the server down: # ../shutdown_message/shutdown_message.py # Source.Python from commands.typed import TypedServerCommand from engines.server import queue_command_string from filte...
- Wed Mar 10, 2021 7:13 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Heartbeat
- Replies: 23
- Views: 28682
Re: [HL2:DM] Heartbeat
I believe I've fixed the only possible crash there is, where the env_blood entity gets removed while the player is still bleeding. I'm not sure how the other issue is happening yet. If you know or find a way to reproduce it consistently, please let me know. You can find the fixed plugin in the origi...
- Mon Mar 01, 2021 8:37 am
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 71225
Re: [CSGO] Floating Damage Numbers
https://i.imgur.com/iRG2v8v.png Dying to know if you hit the CT crossing mid? Well, you don't have to anymore. You can enable damage numbers for wall-bangs with the 1.2 update! Simply set fdn_wall_bangs to 1 through the server console or the config file (..csgo/cfg/source-python/fdn/) and you're go...
- Sat Feb 20, 2021 10:17 pm
- Forum: Plugin Releases
- Topic: [CSGO] Floating Damage Numbers
- Replies: 22
- Views: 71225
Re: [CSGO] Floating Damage Numbers
I'm glad you're enjoying the plugin! What kind of interaction(s) with the D&D 5e plugin are you looking for?cs_mcfly wrote:Awesome plugin! Would love to see it hook in to D&D 5e if that would be possible :)
- Sat Feb 20, 2021 10:13 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Little Silent Hill
- Replies: 77
- Views: 47561
Re: [HL2:DM] Little Silent Hill
Ya, ur right, i was not thinking at the time, sorry, and thank you for the help on the scanners No problem! I also was wondering about the update for the scanner, do you think it will be done soon or leave it the way it is Oh yeah, I'm still working on the special scanner plugin, and I hope to rele...
- Mon Feb 15, 2021 8:16 pm
- Forum: Plugin Requests
- Topic: [HL2:DM] Little Silent Hill
- Replies: 77
- Views: 47561
Re: [HL2:DM] Little Silent Hill
Was wondering VinciT, How could i set the scanner to be able to be killed? If we're talking about the scanner from this plugin , just remove/comment out this function (lines 85 - 91): @EntityPreHook(is_cscanner, 'on_take_damage_alive') def on_take_damage_alive_pre(stack_data)...