Search found 20 matches
- Mon Jun 15, 2020 8:31 am
- Forum: Plugin Development Support
- Topic: CSGO : Adding Parachutes (from DZ) into DM
- Replies: 5
- Views: 7204
Re: CSGO : Adding Parachutes (from DZ) into DM
..stop ourselves from gliding down to places we aren't supposed to be (death pits for instance)? Could you clarify this a bit? Do you mean some kind of a push upwards? Like a gust of wind? Well, "Revali's Gale" would be nice, but would break the CS:GO spirit so hard it's not even funny :t...
- Sun Jun 14, 2020 9:33 pm
- Forum: Plugin Development Support
- Topic: CSGO : Adding Parachutes (from DZ) into DM
- Replies: 5
- Views: 7204
Re: CSGO : Adding Parachutes (from DZ) into DM
Tried it out. Would it be possible to disengage the parachute (like BOTW's paraglider), or stop ourselves from gliding down to places we aren't supposed to be (death pits for instance)?
- Sun Jun 14, 2020 4:50 am
- Forum: Plugin Development Support
- Topic: CSGO : Adding Parachutes (from DZ) into DM
- Replies: 5
- Views: 7204
CSGO : Adding Parachutes (from DZ) into DM
As title says, I would like to give all players a parachute for unlimited use in Deathmatch. This is just me wanting to mess with props and understand how they work, for the most part. I could probably get away with creating a 'prop_weapon_upgrade_chute' and having players pick them up, but was wond...
- Sat Jun 13, 2020 12:22 am
- Forum: Plugin Development Support
- Topic: CS:GO DM - Detecting player invulnerability
- Replies: 2
- Views: 4943
CS:GO DM - Detecting player invulnerability
Looked through the documentation and forums, and didn't find anything about detecting if a player is still immune after spawning in Deathmatch. I'd like to use this to run another function, and aside from detecting input from the user, I'm not quite sure what to do.
- Fri Jun 12, 2020 12:25 am
- Forum: Plugin Development Support
- Topic: Coding a "Smokebomb"-like ability
- Replies: 12
- Views: 15461
Re: Coding a "Smokebomb"-like ability
Try this: <snip> Adapted this to my script and it worked like a charm! For now I have it set up as a TypedSayCommand. Will get back to you after testing further. EDIT: Alright, tested it out in a couple of matches today. No issues. Only confused about the smoke duration. Is there really no way to a...
- Thu Jun 11, 2020 3:42 am
- Forum: Plugin Development Support
- Topic: Coding a "Smokebomb"-like ability
- Replies: 12
- Views: 15461
Re: Coding a "Smokebomb"-like ability
OK, I got to test out the first script you gave me. Unfortunately, it ended up crashing the server every time, with a Segmentation fault. I can only assume something is going wrong with the Entity created, and am not entirely sure how I can go about debugging this. Once I can spawn the smokebomb cor...
- Wed Jun 10, 2020 7:19 pm
- Forum: Plugin Development Support
- Topic: Coding a "Smokebomb"-like ability
- Replies: 12
- Views: 15461
Re: Coding a "Smokebomb"-like ability
On it. Is it possible to override existing binds like Inspect instead? That way I don't have to have all clients run the bind command. Also need to figure out if I can set a limit on the ability, but that's for later.
- Wed Jun 10, 2020 2:56 pm
- Forum: Plugin Development Support
- Topic: Coding a "Smokebomb"-like ability
- Replies: 12
- Views: 15461
Coding a "Smokebomb"-like ability
This is clearly inspired from Assassin's Creed MP and ninjas in general, and is intended for a bunch of friends on my own server. I'd like to give players an ability that allows the use of a smoke grenade right where they stand (immediate detonation, allows them to retreat). Does anyone here think t...
- Tue Jun 02, 2020 11:10 pm
- Forum: General Discussion
- Topic: Creating "medkit" drops on player death
- Replies: 3
- Views: 7198
Re: Creating "medkit" drops on player death
I had a look, have a couple of questions. If it would be appropriate to talk about them on the other thread, let me know. For now I'll leave them here. 1. I've never messed with PreHooks or metaclasses before (though I understand the use for the latter). How is it used here? 2. There are a couple of...
- Tue Jun 02, 2020 1:43 am
- Forum: General Discussion
- Topic: Creating "medkit" drops on player death
- Replies: 3
- Views: 7198
Creating "medkit" drops on player death
This is a WIP, but I wish to spawn a medkit at a player when they die. For now I have it hooked up to spawn a medkit when a TypedSayCommand is triggered. Snippet below: from entities.entity import Entity from engines.precache import Model from players.entity import Player my_model = Model('m...
- Sat May 30, 2020 11:23 pm
- Forum: General Discussion
- Topic: Sending client commands via server
- Replies: 2
- Views: 5454
Re: Sending client commands via server
Yeah figured.
- Sat May 30, 2020 9:17 pm
- Forum: General Discussion
- Topic: Sending client commands via server
- Replies: 2
- Views: 5454
Sending client commands via server
Attempted to make a command that toggles client cvars via the server. I attempted to do this by iterating across all players via PlayerIter and using the send_convar_value() method. for humanPlayer in PlayerIter('human'): humanPlayer.send_convar_value(convarName, convarValue) Example - I want to set...
- Sun May 03, 2020 5:50 am
- Forum: General Discussion
- Topic: bot_kick not working via execute_server_command
- Replies: 6
- Views: 12764
Re: bot_kick not working via execute_server_command
Alright, one last question. After adding commands to the queue via queue_server_command, how do you handle their execution?
- Sun May 03, 2020 5:07 am
- Forum: General Discussion
- Topic: bot_kick not working via execute_server_command
- Replies: 6
- Views: 12764
Re: bot_kick not working via execute_server_command
What on earth.. insert_server_command worked.
Could I get more info on this? Why did changelevel and mp_warmup_end work with execute, but not this one? And for future reference : how would I be able to tell which ones would work?
Could I get more info on this? Why did changelevel and mp_warmup_end work with execute, but not this one? And for future reference : how would I be able to tell which ones would work?
- Sun May 03, 2020 4:26 am
- Forum: General Discussion
- Topic: bot_kick not working via execute_server_command
- Replies: 6
- Views: 12764
bot_kick not working via execute_server_command
from engines.server import execute_server_command @TypedSayCommand(cvar_saycommand_bot_kick.get_string()) def on_bot_kick(commandInfo): execute_server_command('bot_kick') commandInfo.reply("Bots kicked!") return False This snippet doesn't wo...
- Wed Apr 29, 2020 2:57 am
- Forum: General Discussion
- Topic: Stopping workshop maps from overriding cvars
- Replies: 8
- Views: 14988
Re: Stopping workshop maps from overriding cvars
It works fine. I assume it doesn't because your server is hibernating which consequently means the delay will only process when waking up. You could set sv_hibernate_when_empty to 0 . No I meant that it works TOO WELL. It catches all map changes and reverses them to old values, but when I manually ...
- Wed Apr 29, 2020 2:11 am
- Forum: General Discussion
- Topic: Stopping workshop maps from overriding cvars
- Replies: 8
- Views: 14988
Re: Stopping workshop maps from overriding cvars
I already tried @OnConVarChanged, even tried it with a nested Event decorator. This approach works for map loads, but fails when you try to manually change cvars via the console. It works fine. I assume it doesn't because your server is hibernating which consequently means the delay will only proce...
- Tue Apr 28, 2020 10:01 pm
- Forum: General Discussion
- Topic: Stopping workshop maps from overriding cvars
- Replies: 8
- Views: 14988
Re: Stopping workshop maps from overriding cvars
I think using server_cvar event should get manual cvar changing via console. from events import Event from cvars import ConVar from listeners import OnConVarChanged from listeners.tick import Delay convars = { 'mp_roundtime': '0', 'mp_maxrounds': '0', 'mp_timelim...
- Tue Apr 28, 2020 4:00 pm
- Forum: General Discussion
- Topic: Stopping workshop maps from overriding cvars
- Replies: 8
- Views: 14988
Re: Stopping workshop maps from overriding cvars
Welcome to Source.Python! :smile: You could use the OnConVarChanged listener to revert the change if the value isn't the one you want to keep. For example: from listeners import OnConVarChanged from listeners.tick import Delay convars = { 'mp_roundtime': '0', 'mp_maxrounds':...
- Tue Apr 28, 2020 12:58 pm
- Forum: General Discussion
- Topic: Stopping workshop maps from overriding cvars
- Replies: 8
- Views: 14988
Stopping workshop maps from overriding cvars
This is my first attempt at writing any kind of plugin, but I need this for the workshop maps that keep overriding my deathmatch config on map load and round start, so here I am. After scouring through the documentation, I attempted to rewrite the cvars affected on round_end and round_poststart even...