Search found 114 matches
- Wed Jul 22, 2020 11:49 pm
- Forum: Plugin Releases
- Topic: *DELETED*
- Replies: 15
- Views: 55779
Re: *DELETED*
And if you really indeed to leave Source.Python and wondering to try other alternatives now or later, look at native C++ plugins as VSP, it's really easy, at least not more complicated than SourceMod but gives great opportunities and rewards.
- Wed Jul 22, 2020 11:19 pm
- Forum: Plugin Releases
- Topic: *DELETED*
- Replies: 15
- Views: 55779
Re: *DELETED*
I don't understand what happened here, really. :confused: I just presented literally the one of the best way to implement auto bunnyhop without blocking the buttons in weird way as it is unreasonable because the buttons is actually pressed and other plugins may not see it. What you do is adjustment ...
- Sun Jul 19, 2020 7:07 pm
- Forum: Plugin Releases
- Topic: *DELETED*
- Replies: 15
- Views: 55779
Re: [(TF2)/ANY] Advanced BunnyHop
Hint: Auto bunnyhop can be implemented simply as follows: p.set_datamap_property_int('m_Local.m_nOldButtons', p.get_datamap_property_int('m_Local.m_nOldButtons') & ~PlayerButtons.JUMP) in pre PlayerRunCommand Another hint: You can 'boost' player in more native way...
- Sat Jun 20, 2020 9:14 pm
- Forum: Plugin Development Support
- Topic: [TF2] Suppress mp_tournament_whitelist output
- Replies: 2
- Views: 8858
Re: [TF2] Suppress mp_tournament_whitelist output
Just find code that is responsible for this through output template in leaked tf2 code (or disassembled code) and you’ll immediately understand what can be done.
- Fri Jun 19, 2020 1:44 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: Repeats and Delays based on ticks
E. g. you have opened a menu and you are about to make a selection. Right before selecting an option a new menu is sent (e. g. a vote is started, map change, etc.). Then there is a chance you make a selection in the new menu you didn't want to make. Another example could be if you have a menu that ...
- Fri Jun 19, 2020 8:50 am
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: Repeats and Delays based on ticks
L'In20Cible wrote:InvisibleSoldiers wrote:Syntax: Select all
if (d.exec_time <= global_vars->current_time) {
That won't really work, since that time can be reset at any time (mp_restartgame, new match, etc.) which will cause all your pending delays to fire instantly.
Well, yes and only on level change, but the solution is simple.
- Thu Jun 18, 2020 9:01 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: Repeats and Delays based on ticks
From the sample code I see that you would also like to have this implemented in C++. No, I just play with VSP for now, this is an example of how to merge together current Delay and Repeat in one general Delay. One day I wanted to do this PR, but only if so, completely change the concept, remove too...
- Thu Jun 18, 2020 3:23 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: [P] Something scary
Release it.
- Fri Jun 05, 2020 5:12 am
- Forum: API Design
- Topic: Export ITempEntsSystem
- Replies: 2
- Views: 82902
Export ITempEntsSystem
ITempEntsSystem is more convenient way to send temp entities. It uses internal cache for them and just reassign the base properties. ITempEntsSystem : public IPredictionSystem { public: virtual void ArmorRicochet( IRecipientFilter& filer, float delay, const Vector* pos, const Vector* dir ...
- Thu May 14, 2020 1:01 pm
- Forum: Plugin Development Support
- Topic: *DELETED*
- Replies: 6
- Views: 12159
Re: [Q] Custom structures
Offtop:
I noticed that you do many low level things, so why don't you go in VSP or Metamod?
I noticed that you do many low level things, so why don't you go in VSP or Metamod?
- Sun May 03, 2020 8:48 am
- Forum: General Discussion
- Topic: bot_kick not working via execute_server_command
- Replies: 6
- Views: 12743
Re: bot_kick not working via execute_server_command
You can kick bots by setting bot_quota to 0.
Syntax: Select all
from cvars import ConVar
ConVar('bot_quota').set_int(0)
- Fri May 01, 2020 2:16 pm
- Forum: Plugin Development Support
- Topic: [HL2DM] UTIL_ImpactTrace
- Replies: 2
- Views: 12986
Re: [HL2DM] UTIL_ImpactTrace
I'm sometimes faced with the fact that the offsets on https://asherkin.github.io/vtable/ seems outdated or wrong for Windows(As I know it can successfully parse only Linux binaries and for windows binares it only predicts)(I guess you used it) You can get function address through virtual func and ch...
- Fri May 01, 2020 1:50 pm
- Forum: Plugin Development Support
- Topic: CCSPlayerResource (cs_player_manager) cant find property
- Replies: 2
- Views: 10220
Re: CCSPlayerResource (cs_player_manager) cant find property
Thanks, it works.
- Fri May 01, 2020 1:41 pm
- Forum: Plugin Development Support
- Topic: *DELETED*
- Replies: 1
- Views: 5789
Re: [H] Write Pointer to file
> Write Pointer to file
Syntax: Select all
with open('test.data', 'wb') as f:
b = struct.pack('i', ptr.address)
f.write(b)
- Thu Apr 30, 2020 8:12 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: Repeats and Delays based on ticks
Ayuto wrote:Don't get me wrong. You brought up some valid points and I'm completly with you. Is this something you want to work on or do you want to leave this up to us?
You mean replace current Delay to tick based only? I can do it myself, no problem.
- Thu Apr 30, 2020 7:38 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: Repeats and Delays based on ticks
It is really very rare that you need to pass host_timescale and usually it is always 1 so there is no diffrence always will be the same time (except server lags, host_timescale), that is, I think such a rare case does not deserve attention. Time in game usally has higher priority than real time. Im...
- Thu Apr 30, 2020 2:45 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Re: Repeats and Delays based on ticks
I suggest simply replace current Delay to tick based Delay. In general nothing will change and it will get better in some cases, the game has its own time and we need respect that. Even now all happens in @OnTick listener which is executed every tick_interval and delay time can be only t * tick_inte...
- Wed Apr 29, 2020 1:26 pm
- Forum: API Design
- Topic: Repeats and Delays based on ticks
- Replies: 15
- Views: 169974
Repeats and Delays based on ticks
At the moment repeats and delays are counted by real time which is a bit strange because we have to consider the time of the game itself. For example server has host_timescale 0.5 and some delay will be executed in 5 seconds, for now the delay will be really executed in 5 seconds despite host_timesc...
- Sat Apr 25, 2020 5:54 pm
- Forum: Plugin Development Support
- Topic: CCSPlayerResource (cs_player_manager) cant find property
- Replies: 2
- Views: 10220
CCSPlayerResource (cs_player_manager) cant find property
from memory import DataType from memory import find_binary from memory import Convention from memory.hooks import PreHook from entities.helpers import baseentity_from_pointer server_binary = find_binary('server') update_player_data = server_binary[b'\x55\x8B\xEC\x83\xE4\xF8\x81\...