Search found 129 matches
- Sat Feb 04, 2017 5:19 pm
- Forum: Whatever
- Topic: what is a EntityPostHook
- Replies: 3
- Views: 10649
Re: what is a EntityPostHook
thanks. that underlines the temporal meaning of pre/post. but where is the technical use of post hooking in tempentites.create()? and shouldnt the method here better be called .send() ? what can be done in or more specific WITH the posthook here, that cant be done in a prehook already or simply by a...
- Sat Feb 04, 2017 12:39 pm
- Forum: Whatever
- Topic: what is a EntityPostHook
- Replies: 3
- Views: 10649
what is a EntityPostHook
what exactly can be done in a EntityPostHook/TempEntityPostHook?
because shouldnt the memory be locked at that point?
because shouldnt the memory be locked at that point?
- Sat Feb 04, 2017 10:35 am
- Forum: Plugin Development Support
- Topic: Hide player chat
- Replies: 8
- Views: 12611
Re: Hide player chat
ah nice you changed your profile pic on all your accounts after i suggested that they represent your criminal activities :D, i think we should wait for what exactly he wants to do anyway, i only wanted to show him the property and not drift off topic too much. you must have overread that i especiall...
- Sat Feb 04, 2017 6:07 am
- Forum: Plugin Development Support
- Topic: Hide player chat
- Replies: 8
- Views: 12611
Re: Hide player chat
there are even more things that could be said. you forgot to mention all that. but your answer isnt overall that bad. maybe he will be more specific on his next reply.
- Sat Feb 04, 2017 5:43 am
- Forum: Plugin Development Support
- Topic: Hide player chat
- Replies: 8
- Views: 12611
Re: Hide player chat
yes you can, but usermsgs are useful when you create customized block filters. in your case, if you merely try to toggle there is a m_iHideHUD property on the player. cant test it right now but should go sthn like this: from players.constants import HideHudFlags player.set_property_int("m_L...
- Wed Jan 25, 2017 2:25 am
- Forum: Plugin Development Support
- Topic: set/unset parent
- Replies: 7
- Views: 11689
Re: set/unset parent
yeah, im looking through some old code too where i used ent.get_property_int("m_pParent"). its btw returning the inthandle/-1.
might be worth adding .parent as playerentity imo
might be worth adding .parent as playerentity imo
- Wed Jan 25, 2017 2:10 am
- Forum: Plugin Development Support
- Topic: set/unset parent
- Replies: 7
- Views: 11689
Re: set/unset parent
is it also possible to check for a parents entity existance?
like this:
like this:
Syntax: Select all
if ent.parent:
print("ent has parent")
Syntax: Select all
if ent.get_parent():
print("ent has parent")
- Wed Jan 25, 2017 1:39 am
- Forum: Plugin Development Support
- Topic: spawn entity with index only
- Replies: 6
- Views: 10160
Re: spawn entity with index only
i dont really get what you are trying to say... my question is if/why sp cant handle setting ent.model_index only.. i only explained it to hlep you understand my question better. sp could easily retrieve the modelpath from the preache table by index only and then send a working sendtable at ent.spaw...
- Wed Jan 25, 2017 1:25 am
- Forum: Plugin Development Support
- Topic: spawn entity with index only
- Replies: 6
- Views: 10160
Re: spawn entity with index only
but it might just be that the server always uses sendtables to handle edict traffic...which would leave no option for sp to make it more efficient... but maybe sp could make it easier on the script-end by letting users set the model_index only and then internally create the sendtable from looking up...
- Wed Jan 25, 2017 1:21 am
- Forum: Plugin Development Support
- Topic: spawn entity with index only
- Replies: 6
- Views: 10160
Re: spawn entity with index only
i am wondering why it isnt possible to set a model by ent.modelindex only in my posted situation. while ent.modelpath works. but my fear is that setting the path makes sp send the client the whole string via network? shouldnt setting .modelindex suffice in my case? its actually a question if sp is a...
- Tue Jan 24, 2017 8:22 pm
- Forum: Plugin Development Support
- Topic: set/unset parent
- Replies: 7
- Views: 11689
Re: set/unset parent
okay clear_parent() actually does remove the parent correctly. the error i had was due to not setting the .model_name
- Tue Jan 24, 2017 8:17 pm
- Forum: Plugin Development Support
- Topic: set/unset parent
- Replies: 7
- Views: 11689
Re: set/unset parent
will ent.clear_parent() remove the parent?
- Tue Jan 24, 2017 8:12 pm
- Forum: Plugin Development Support
- Topic: set/unset parent
- Replies: 7
- Views: 11689
set/unset parent
im trying to unset a parent to an entity after setting it this way: ent.set_parent(parententity.pointer) this is how i would think to remove it, but doesnt work: ent.set_parent(Entity(0).pointer) error is: Exception ignored in: <bound method __del__ of <entities.helpers.Entit...
- Tue Jan 24, 2017 5:53 pm
- Forum: Plugin Development Support
- Topic: spawn entity with index only
- Replies: 6
- Views: 10160
spawn entity with index only
is it possible to tell a client to render a model on a networked entity after precaching the path by the index only?
"ent.model_index" -> doesnt work
"ent.model_path" -> does work
"ent.model_index" -> doesnt work
"ent.model_path" -> does work
- Tue Jan 24, 2017 5:43 am
- Forum: Plugin Development Support
- Topic: weapon_fire event on leftclick
- Replies: 12
- Views: 17974
Re: weapon_fire event on leftclick
oh yeah, i just found that too. but how come http://wiki.sourcepython.com/developing ... ity.Weapon doesnt show all directory methods of an object, while dir() in python does?
- Tue Jan 24, 2017 5:41 am
- Forum: Plugin Development Support
- Topic: weapon_fire event on leftclick
- Replies: 12
- Views: 17974
Re: weapon_fire event on leftclick
well i cant really update my thread so ill repost a solution
Syntax: Select all
@EntityPreHook(is_knife, 'secondary_attack')
def _secondary_knife_attack(stack_data):
weapon = Weapon(index_from_pointer(stack_data[0]))
print(weapon.owner.index,weapon.weapon_name)
- Tue Jan 24, 2017 5:34 am
- Forum: Plugin Development Support
- Topic: weapon_fire event on leftclick
- Replies: 12
- Views: 17974
Re: weapon_fire event on leftclick
is_knife = EntityCondition.equals_entity_classname('weapon_knife') @EntityPreHook(is_knife, 'secondary_attack') def _secondary_knife_attack(stack_data): entity = Weapon(index_from_pointer(stack_data[0])) print(entity.weapon_name) i hav...
- Tue Jan 24, 2017 5:22 am
- Forum: Plugin Development Support
- Topic: weapon_fire event on leftclick
- Replies: 12
- Views: 17974
Re: weapon_fire event on leftclick
well i tried to use this: EntityCondition.equals_datamap_classname('CWeaponCSBase') but im also getting no secondary attack. does the stackdata contain the players index? cant really find any info on it anywhere..
- Tue Jan 24, 2017 5:08 am
- Forum: Plugin Development Support
- Topic: weapon_fire event on leftclick
- Replies: 12
- Views: 17974
Re: weapon_fire event on leftclick
actually i think i will just use the weapon_fire event that i mentioned and then use your method for those weapons that are not getting fired in the event. i dont think there will be many exceptions..
- Tue Jan 24, 2017 5:04 am
- Forum: Plugin Development Support
- Topic: weapon_fire event on leftclick
- Replies: 12
- Views: 17974
Re: weapon_fire event on leftclick
mhh thanks so far. my goal really is to do this for all players, and all weapons they carrry. basically a replica of weapon_fire event, only for primary AND secondary. so if i did this with your method, are there any disadvantages in creating multiple prehooks?