Search found 33 matches
- Thu Jun 04, 2020 6:16 pm
- Forum: General Discussion
- Topic: Is it possible to view dota 2 source 1 models in hlmv.exe or some how else
- Replies: 0
- Views: 5705
Is it possible to view dota 2 source 1 models in hlmv.exe or some how else
I am trying to view Dota 2 Source 1 Models (.mdl) in hlmv.exe. But for some reason the textures are not shown and all i see is always just a wireframe: https://imgur.com/0eqXTn0 Do I need a specific hlmv.exe to view dota 2 source 1 models ? Is there any other way to view the models with texture ?
- Fri May 15, 2020 10:57 pm
- Forum: Plugin Development Support
- Topic: Teleport a certain distance in players view direction without destination in wall
- Replies: 8
- Views: 11384
Re: Teleport a certain distance in players view direction without destination in wall
Okay so I used your code with this plugin: from events import Event from entities.entity import Entity from players.helpers import index_from_userid from filters.entities import EntityIter from messages import SayText2 from mathlib import Vector from engines.trace import engine_trace from engines.tr...
- Thu May 14, 2020 4:28 pm
- Forum: Plugin Development Support
- Topic: Teleport a certain distance in players view direction without destination in wall
- Replies: 8
- Views: 11384
Re: Teleport a certain distance in players view direction without destination in wall
I found this: https://forums.alliedmods.net/showthread.php?p=2649393&fbclid=IwAR1pO79gnflPx_tkpqLrcAGVFSniB1DqGxV_oGwSX4G8akt5d4yYDIa_zYA which describes how to check if the teleport destination is within the map or not by sendin out beams in every direction (x,y,z) checking if they hit anything...
- Mon May 11, 2020 8:43 pm
- Forum: Plugin Development Support
- Topic: Teleport a certain distance in players view direction without destination in wall
- Replies: 8
- Views: 11384
Re: Teleport a certain distance in players view direction without destination in wall
interesting that Entity.is_in_solid is implemented like that, thanks for mentioning. Is there any way I can check if the destination location of the ray is outside/within the playable area ? If so then I could think of shortening the teleport distance recursively until the teleport destination is wi...
- Mon May 11, 2020 8:00 pm
- Forum: Plugin Development Support
- Topic: Teleport a certain distance in players view direction without destination in wall
- Replies: 8
- Views: 11384
Re: Teleport a certain distance in players view direction without destination in wall
That is an excellent example, thanks for the nicely commented code. I tried to illustrate the scenario, very art: https://imgur.com/Qy6wtxa So from your example I understand that in the illustrated scenario trace.did_hit() would return true since the trace goes through the wall. So if I woul...
- Mon May 11, 2020 4:09 pm
- Forum: Plugin Development Support
- Topic: Teleport a certain distance in players view direction without destination in wall
- Replies: 8
- Views: 11384
Teleport a certain distance in players view direction without destination in wall
I am trying to make a player teleport for a certain distance in the direction of his view vector. I came across this post https://forums.sourcepython.com/viewtopic.php?f=20&t=742&hilit=solid+trace where L'In20Cible had already provided what I think is what I am looking for: I checked the his...
- Sat May 09, 2020 12:41 pm
- Forum: Plugin Development Support
- Topic: Conversion from "Userid" (3) to "Index" failed on server exit
- Replies: 4
- Views: 6670
Re: Conversion from "Userid" (3) to "Index" failed on server exit
Thanks, adding a new listener with works fine for me.
I also found viewtopic.php?f=20&t=2188 which is describing a similar problem, in case somebody else runs across the same problem.
Syntax: Select all
@ServerCommand('quit', 'exit')
I also found viewtopic.php?f=20&t=2188 which is describing a similar problem, in case somebody else runs across the same problem.
- Thu May 07, 2020 7:19 pm
- Forum: Plugin Development Support
- Topic: Conversion from "Userid" (3) to "Index" failed on server exit
- Replies: 4
- Views: 6670
Re: Conversion from "Userid" (3) to "Index" failed on server exit
That event is fired too late for you to grab an index out of that userid. Use OnClientDisconnect instead that is called with an index slightly before that event. thanks, I tried that. When disconnecting manualy then this is the output: @@@@@Disconnecting Players Index is: 1 Game will not start unti...
- Thu May 07, 2020 6:37 pm
- Forum: Plugin Development Support
- Topic: Conversion from "Userid" (3) to "Index" failed on server exit
- Replies: 4
- Views: 6670
Conversion from "Userid" (3) to "Index" failed on server exit
My plugin (for CS:S): from events import Event from entities.entity import Entity from players.entity import Player from players.helpers import index_from_userid from filters.entities import EntityIter from messages import SayText2 def load(): SayText2('\x07Debug loaded!').se...
- Tue May 05, 2020 6:34 pm
- Forum: Plugin Development Support
- Topic: Building Source.Python failed - ./Build.sh: 158: Bad substitution
- Replies: 6
- Views: 8476
Re: Building Source.Python failed - ./Build.sh: 158: Bad substitution
I tried to load my plugin today with the built core.so and source-python.so and the plugin was loaded successfully, thanks!
Ahh okay I see.
L'In20Cible wrote:The ELF file contains much more info than the bare DLL (debug symbols, dwarf info, etc.) which would requires an external PDB file on windows, etc.
Ahh okay I see.
- Mon May 04, 2020 8:50 pm
- Forum: Plugin Development Support
- Topic: Building Source.Python failed - ./Build.sh: 158: Bad substitution
- Replies: 6
- Views: 8476
Re: Building Source.Python failed - ./Build.sh: 158: Bad substitution
Okay, I'll try it out tomorrow. Thanks!
Out of curiosity, why is the core.dll(~4mb) so much smaller than the core.so(~20mb) ? Is that just due to the compiler ?
Out of curiosity, why is the core.dll(~4mb) so much smaller than the core.so(~20mb) ? Is that just due to the compiler ?
- Mon May 04, 2020 7:59 pm
- Forum: Plugin Development Support
- Topic: Building Source.Python failed - ./Build.sh: 158: Bad substitution
- Replies: 6
- Views: 8476
Re: Building Source.Python failed - ./Build.sh: 158: Bad substitution
Thanks for the fast reply! Since I pulled the latest master my physics.h already looked a little different so I went with your alternative approach and added the two lines: template<class WrapperType> WrapperType* Wrap(typename WrapperType::wrapped_type* pWrapped); With that change the build...
- Mon May 04, 2020 5:05 pm
- Forum: Plugin Development Support
- Topic: Building Source.Python failed - ./Build.sh: 158: Bad substitution
- Replies: 6
- Views: 8476
Building Source.Python failed - ./Build.sh: 158: Bad substitution
Hi everyone, so I am trying to build SP on an ubuntu 20.04 machine. I am using gcc 4.8.5, cmake 3.16.3. I ran ./Build.sh csgo and my build died after 47%: [ 47%] Building CXX object CMakeFiles/core.dir/core/modules/entities/entities_entity_wrap.cpp.o The last messages are: In file included from /hom...
- Mon Feb 05, 2018 6:30 pm
- Forum: Plugin Development Support
- Topic: Change the Kill-Weapon-Symbol with take_damage
- Replies: 2
- Views: 5069
Re: Change the Kill-Weapon-Symbol with take_damage
For some reason that does not work the way I intended it to do. It still gives me the skull-icon at the top right of the screen and not the grenade-icon. *Edit It does work, I just tried to use myself as attacker and victim at the same time, which I guess caused CSGO to automatically set the skull s...
- Fri Feb 02, 2018 10:27 pm
- Forum: Plugin Development Support
- Topic: Change the Kill-Weapon-Symbol with take_damage
- Replies: 2
- Views: 5069
Change the Kill-Weapon-Symbol with take_damage
Is it possible to change the Kill_Weapon-Symbol with 'take_damage'? I'd like to deal damage to a player through
But I dont want the generic skull-symbol but a grenade.
Syntax: Select all
player.take_damage(100, player.index)
But I dont want the generic skull-symbol but a grenade.
- Wed Jan 31, 2018 3:21 pm
- Forum: Plugin Development Support
- Topic: Adding site-packages installed via pip automatically to SP
- Replies: 7
- Views: 12086
Re: Adding site-packages installed via pip automatically to SP
It's kind of offtopic, but have you tried JSON instead of xlsx/csv? Python has build in read/write support and JSON structures very closely represent Python datatypes. I have never worked with JSON before but I had a quick look at it. If I have the time to read myself into JSON it might be a good a...
- Tue Jan 30, 2018 5:29 pm
- Forum: Plugin Development Support
- Topic: Detonating grenades crashes CS:GO server
- Replies: 4
- Views: 6811
Re: Detonating grenades crashes CS:GO server
Got it, its 235 . It's working. Thank you L'In20Cible *Edit This is what the server-console says as soon as the grenade detonates: Failing to submit row for a grenade detonation: Grenade has no weapon info! Also, if i try to change the damage of the grenade like this: test.damage = 100 The server cr...
- Tue Jan 30, 2018 4:11 pm
- Forum: Plugin Development Support
- Topic: Detonating grenades crashes CS:GO server
- Replies: 4
- Views: 6811
Re: Detonating grenades crashes CS:GO server
L'In20Cible wrote:The offset is most likely outdated on CS:GO. You can try to increase/decrease it for now: ../data/source-python/entities/csgo/CHEGrenadeProjectile.ini
EDIT: Seems to have increased to 237:
I edited the offset to 237 and now the grenade spawns but it does not detonate

- Tue Jan 30, 2018 2:17 pm
- Forum: Plugin Development Support
- Topic: Detonating grenades crashes CS:GO server
- Replies: 4
- Views: 6811
Detonating grenades crashes CS:GO server
This works perfectly fine on CS:S and crashes the server in CS:GO : from events import Event from entities.entity import Entity from players.entity import Player from players.helpers import index_from_userid from messages import SayText2 from mathlib import Vector from filters.entities import Entity...
- Tue Jan 30, 2018 11:53 am
- Forum: Plugin Development Support
- Topic: Adding site-packages installed via pip automatically to SP
- Replies: 7
- Views: 12086
Re: Adding site-packages installed via pip automatically to SP
I personally don't think that is a good idea. Okay then I just go with telling pip to install to the SP directory, thanks. Again, though, I'm not sure what the full context of your situation is. Well right now I am just playing around with SP to see what I could do with it. As a 'small' project I a...