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-   -   [L4D2] Infected Character Select v0.7.5 (https://forums.alliedmods.net/showthread.php?t=111811)

Crimson_Fox 12-14-2009 09:03

[L4D2] Infected Character Select v0.7.5
 
[X]BetaAlpha has improved on the concept, grab his plug-in over at:

http://forums.alliedmods.net/showthread.php?t=121461

shizzleL4D 12-14-2009 09:11

Re: [L4D2] Infected Respawn
 
Man this is such a good idea! I'm about to test it out, I'll let you know how it goes. :twisted:

shizzleL4D 12-14-2009 09:38

Re: [L4D2] Infected Respawn
 
It works, but there is one issue with it. After I scroll through the infected and I spawn it doesn't show my arms. So for example I can't see my arms when I am clawing somebody. Other than that it works like it should. 8)

Blakeocity 12-14-2009 14:24

Re: [L4D2] Infected Respawn
 
Very nice idea!
I'll def be grabbing it after ^ is addressed :D

Crimson_Fox 12-14-2009 15:10

Re: [L4D2] Infected Respawn
 
I'm aware of the hands issue, I'm just not sure how it can be fixed. ATM I'm intentionally hiding them because otherwise you'd have the wrong hands in front of you. While it's pretty amusing to jump around as a hunter with boomer hands, I figured between having the wrong hands and no hands the latter is better. If anyone knows how to change a client's view model, please drop me a note.

Mr. Zero 12-14-2009 15:56

Re: [L4D2] Infected Respawn
 
I fixed the hand problem by using this bit of code:

SetEntProp(client,Prop_Send,"m_isGhost",0,1);
SetEntProp(client,Prop_Send,"m_isGhost",1,1);


It materializes the player and then quickly put them back into ghost mode.

Also you can change these lines:
HookEvent("versus_round_start", Event_VersusRoundStart)
HookEvent("scavenge_round_start", Event_ScavengeRoundStart)


Into:
HookEvent("versus_round_start", Event_VersusRoundStart)
HookEvent("scavenge_round_start", Event_VersusRoundStart)


As you are using the same function for both events. No need for an extra function.

Crimson_Fox 12-14-2009 17:58

Re: [L4D2] Infected Respawn
 
Quote:

Originally Posted by Mr. Zero (Post 1017056)
I fixed the hand problem by using this bit of code:

SetEntProp(client,Prop_Send,"m_isGhost",0,1);
SetEntProp(client,Prop_Send,"m_isGhost",1,1);


It materializes the player and then quickly put them back into ghost mode.

Also you can change these lines:
HookEvent("versus_round_start", Event_VersusRoundStart)
HookEvent("scavenge_round_start", Event_ScavengeRoundStart)


Into:
HookEvent("versus_round_start", Event_VersusRoundStart)
HookEvent("scavenge_round_start", Event_VersusRoundStart)


As you are using the same function for both events. No need for an extra function.

In regards to the notification functions, that makes sense. Thanks for the heads-up!

In regards to fixing the hands, toggling the ghost state doesn't seem to fix it for me. Am I missing something?

DieTeetasse 12-14-2009 18:04

Re: [L4D2] Infected Respawn
 
Maybe SetEntityModel(client, modelname)?

Crimson_Fox 12-14-2009 18:13

Re: [L4D2] Infected Respawn
 
Quote:

Originally Posted by DieTeetasse (Post 1017187)
Maybe SetEntityModel(client, modelname)?

That sets the model that everyone except the player sees. That part is ok. What I'm looking to change is the view model which is what draws the hands. Only the player can see these.

DieTeetasse 12-14-2009 20:16

Re: [L4D2] Infected Respawn
 
Just an idea (don't able to test it):
PHP Code:

    new offset FindSendPropInfo("CTerrorPlayer""m_zombieClass");
    new 
newclass X;
    
SetEntData(param1offsetnewclass1true); 

And X can be:
PHP Code:

Smoker
Boomer
Hunter
Spitter
Jockey
Charger
Tank 



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