Search found 62 matches
- Wed Aug 20, 2014 1:01 pm
- Forum: Plugin Development Support
- Topic: Nesting damage
- Replies: 6
- Views: 6354
- Mon Aug 11, 2014 6:58 pm
- Forum: News & Announcements
- Topic: A menus package is now available!
- Replies: 26
- Views: 66488
While working with menus package I faced a problem: As I know 1 unicode symbol is equal to 2 bytes symbols in size, so if we use unicode in the menu it become twice smaller. Can somebody fix it? CS:S, Windows, July 17 build UPD: The menu isn't being send with this error. Doesn't matter. Setting MAX...
- Mon Aug 11, 2014 9:24 am
- Forum: News & Announcements
- Topic: A menus package is now available!
- Replies: 26
- Views: 66488
While working with menus package I faced a problem: DLL_MessageEnd: Refusing to send user message ShowMenu of 256 bytes to client, user message size limit is 255 bytes As I know 1 unicode symbol is equal to 2 bytes symbols in size, so if we use unicode in the menu it become twice smaller. Can somebo...
- Sun Jul 27, 2014 6:21 am
- Forum: Plugin Development Support
- Topic: [ES>SP] Port Possible?
- Replies: 16
- Views: 12267
- Sat Jul 26, 2014 7:53 pm
- Forum: Plugin Development Support
- Topic: [ES>SP] Port Possible?
- Replies: 16
- Views: 12267
You don't need to precache sounds if you are using the Sound class. It will take care of it for you. ;) https://github.com/Source-Python-Dev-Team/Source.Python/blob/master/addons/source-python/packages/source-python/engines/sound.py#L140 No, you need. EngineSound.is_sound_precached don't work :) It...
- Sat Jul 26, 2014 5:56 pm
- Forum: Plugin Development Support
- Topic: Best way to hook something on player
- Replies: 8
- Views: 7313
- Sat Jul 26, 2014 1:05 pm
- Forum: Plugin Development Support
- Topic: Best way to hook something on player
- Replies: 8
- Views: 7313
- Sat Jul 26, 2014 12:28 pm
- Forum: Plugin Development Support
- Topic: [ES>SP] Port Possible?
- Replies: 16
- Views: 12267
- Sat Jul 26, 2014 9:54 am
- Forum: Plugin Development Support
- Topic: Best way to hook something on player
- Replies: 8
- Views: 7313
Best way to hook something on player
I'm trying to hook several actions like WeaponCanUse, TakeDamage, etc (all from SDKHooks) on a player. And after some time of suffering I got this (for some reason it works...): from core import PLATFORM from entities.helpers import index_from_pointer from events import Event from filters.players im...
- Wed Jul 23, 2014 4:53 am
- Forum: Plugin Development Support
- Topic: Explosion...
- Replies: 3
- Views: 4010
- Tue Jul 22, 2014 1:03 pm
- Forum: Plugin Development Support
- Topic: Explosion...
- Replies: 3
- Views: 4010
Explosion...
Is it possible to fire Explode at entity env_explosion? I tried to use explosion from TempEntities, but it looks very different from the env_explosion one. from effects import TempEntities from engines.server import EngineServer from events import Event from filters.recipients import RecipientFilter...
- Thu Jun 19, 2014 8:49 am
- Forum: General Discussion
- Topic: Edit forum posts
- Replies: 11
- Views: 9407
- Wed Jun 11, 2014 3:45 pm
- Forum: Plugin Development Support
- Topic: Sounds and effects
- Replies: 4
- Views: 4600
- Mon Jun 09, 2014 5:58 pm
- Forum: Plugin Development Support
- Topic: Sounds and effects
- Replies: 4
- Views: 4600
I'll have to test out sounds myself. I am fairly certain that the iEntIndex is the index of the entity to emit the sound from. I'm not sure how the vecOrigin affects that. It could possibly be crashing for you if the index 1 is not filled on your server when you call emit_sound, so it tries to emit...
- Sat Jun 07, 2014 7:59 pm
- Forum: Plugin Development Support
- Topic: Sounds and effects
- Replies: 4
- Views: 4600
Sounds and effects
I'm trying to play sound from CS:S to player, but my server crashes on emit_sound command. from events import Event from players.entity import PlayerEntity from players.helpers import index_from_userid from engines.sound import EngineSound from engines.sound import Channels from engines.sound import...
- Thu Jun 05, 2014 10:01 pm
- Forum: Plugin Development Support
- Topic: AcceptEntityInput
- Replies: 10
- Views: 8495
Well its normal you tell the game the bullet has passed 2 objects before hurting the player so less damage is.expected Nothing changes if I remove it... The OrangeBox engine doesn't have an iObjectsPenetrated, only CS:GO does. After several attempts to fix it I took your code from this forum, but :(
- Thu Jun 05, 2014 8:38 am
- Forum: Plugin Development Support
- Topic: AcceptEntityInput
- Replies: 10
- Views: 8495
- Wed Jun 04, 2014 5:33 pm
- Forum: Plugin Development Support
- Topic: AcceptEntityInput
- Replies: 10
- Views: 8495
- Wed Jun 04, 2014 4:54 pm
- Forum: Plugin Development Support
- Topic: AcceptEntityInput
- Replies: 10
- Views: 8495
I'm trying to deal damage over point_hurt hurt = BaseEntity(ServerTools.create_entity('point_hurt')) hurt.name = 'killer' + str(hurt.index) hurt.edict.set_key_value_string('DamageTarget', player.edict.get_key_value_string('targetname')) hurt.edict.set_key_value_string('damage', '150') hurt.edict.set...
- Wed Jun 04, 2014 1:31 pm
- Forum: Plugin Development Support
- Topic: AcceptEntityInput
- Replies: 10
- Views: 8495
AcceptEntityInput
Does Source.Python has some function similar to AcceptEntityInput from SourceMod or I need to call CBaseEntity::AcceptInput directly?