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-   -   [Suggestions] AMXX 1.8.3 (https://forums.alliedmods.net/showthread.php?t=286148)

Depresie 08-09-2016 15:07

[Suggestions] AMXX 1.8.3
 
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Suggestion List
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1. Drop/Strip functions with the ability to drop weapons by weapon slot/index plus the possibility of stripping/dropping multiple weapon slots/indexes at once (ex. drop both primary and quaternary weapons / drop CSW_AK47 and CSW_DEAGLE)

2. Set user max speed native (automatically overwrite the speed value of the player when switching weapons with the specified value, similar to what cs_set_user_model native does for player models)

3. Set user weapon and view model natives (automatically overwrite the weapon/view model of the player with the specified model, similar to what cs_set_user_model native does for player models)

4. Player spawn forward with both pre and post hooks, with the ability to block any kind of spawn by returning the forward handled

5. Forwards/Natives to allow players to block/terminate a round

6. Gag functions included in the plugin package of amxmodx

7. Split slay/slap menu into two different menus

8. Forward for when a client is completely connected and natives/commands can be executed on them (like 3 seconds after client_putinserver)

9. cs_set_user_team should automatically enforce the specified team internally to avoid issues when using the native on players who didn't select a team previously

10. Forward to intercept/hook cs_set_user_team native

11. Forward to intercept/hook when user flags are changing

12. Including nvault_utility into the main amxmodx package

13. Cvar to allow map change only at the round end

14. Removing the money limit for counter strike ( controlled by cvar )

16. Round end events should be also called on round restart, along with adding a parameter to tell whether the round ended with a restart

17. New round / Round start events adding a parameter to tell whether it is the first round of the game or not ( first round should be defined as first round after map change, first round after round restart )


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Note
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Please note that these suggestions are mainly meant for counter strike and not for other game modes

fysiks 08-09-2016 19:50

Re: [REQ] Amxmodx 1.8.3 natives
 
Feature requests like this should be submitted via bugzilla with severity set to "enhancement".

https://bugs.alliedmods.net/

baneado 08-10-2016 06:25

Re: [REQ] Amxmodx 1.8.3 natives
 
It's better request it via Github: https://github.com/alliedmodders/amxmodx

Arkshine 08-10-2016 07:11

Re: [REQ] Amxmodx 1.8.3 natives
 
The forum is fine for discussing something if you are unsure. Ideally, once discussed, you should file a bug report as easier to track the issue, or if you can code, making a PR on GitHub.

About the natives, I don't know.

Depresie 08-10-2016 18:36

Re: [REQ] Amxmodx 1.8.3 natives
 
Come on Arks, it would be great to have them, you will make our lives easier :P

It's too 2005 to hook Ham manually for this kind of things... especially if you are working on bigger projects which are split into several plugins

It really drives me nuts using APIs or doing these things manually

HamletEagle 08-11-2016 04:48

Re: [REQ] Amxmodx 1.8.3 natives
 
I don't agree with you. Such things are very basic and anyone should know how to do them properly. Adding a native for everything does not seem resonable, especially when it isn't hard to do directly.

Btw, Ham did not exist in 2005.

PartialCloning 08-11-2016 06:40

Re: [REQ] Amxmodx 1.8.3 natives
 
The natives would not make sense. Expected behavior is for the view model to change when you deploy a different weapon. It's not like a player model where it's expected to remain the same. Would you want your knife view model to remain when you switch to an AK47?

Practical usage wouldn't be any different to using fakemeta or engine.

Depresie 08-12-2016 05:19

Re: [REQ] Amxmodx 1.8.3 natives
 
@The speed natives

I don't know how this can not be useful... i mean seriously, would you rather hook ham in every plugin you would like to mess up with the player speed instead of using one simple native to do so ?

@Weapon Models

The weapon and view model change will be set when you switch weapon, but it would be more useful if you would have a native to do so and to reset it, first you don't have to hook ham manually, and second you will not need to add natives for every weapon to avoid bugs such as using two skins for the same weapon and having both skins being set at the same time etc

@PartialCloning, I know how they work, but it would be better to have a native to do this automatically, instead of doing it manually, then add natives for every weapon to avoid the situation above

klippy 08-12-2016 09:43

Re: [REQ] Amxmodx 1.8.3 natives
 
"Not have to hook ham manually", especially for something so simple, is not a nearly good reason to create these new natives.

Quote:

Originally Posted by Depresie
I know there are API that are doing this

Then use them.

Depresie 11-19-2016 03:17

Re: [REQ] Amxmodx 1.8.3 natives
 
Quote:

Originally Posted by KliPPy (Post 2444360)
"Not have to hook ham manually", especially for something so simple, is not a nearly good reason to create these new natives.
Then use them.

Why invent the car when we have horses?

Bumped


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