[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 |
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:
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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)
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Re: [L4D2] Infected Respawn
Very nice idea!
I'll def be grabbing it after ^ is addressed :D |
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.
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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. |
Re: [L4D2] Infected Respawn
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In regards to fixing the hands, toggling the ghost state doesn't seem to fix it for me. Am I missing something? |
Re: [L4D2] Infected Respawn
Maybe SetEntityModel(client, modelname)?
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Re: [L4D2] Infected Respawn
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Re: [L4D2] Infected Respawn
Just an idea (don't able to test it):
PHP Code:
PHP Code:
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