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-   -   Individual Weapon Models (https://forums.alliedmods.net/showthread.php?t=96777)

joaquimandrade 07-08-2009 18:45

Individual Weapon Models
 
2 Attachment(s)
Individual Weapon Models

description
This plugin makes you able to add more view models (Those you see when you are holding the weapon. Spectators also see it) for each weapon and let each user use what he wants.

To change the model of a non droppable weapon (knife,grenades) the user must press DROP
To change the model of a droppable weapon the user must press USE+DROP

how to add models
The default model for each weapon is named accordingly the weapon name.
Knife model, as an example, is "v_knife.mdl".
If you want to add another knife model you would name the new model to a name similar to the original (but different) like "v_knife_silver.mdl" and put it in the folder "models".
Then, in the config file, you would add the line:
knife knife_silver

cvars
weaponModels_default 1 - If the default model should be still used for all weapons that you added a new skin. If you set it to 0 the default model will not be used unless you added it to the config file. Let's say you don't wont to use the default models for any weapon other than the usp. You would set this to 0 and in the config file you would add
usp usp

changelog
1.1 - Fixed shield animation related stuff
1.2 - Added shield model option


This plugin doesn't handle weapons sounds and I don't plan to change it in that way.
By default, the config file adds a skin to the knife that comes with CS so clients won't need to download it

Thanks to Connor for the idea of changing the knife model this way, xPaw that remembered me of this, and Stupok that helped me testing it.


If a considerable number of people wants to I will add the option of save the preferred model permanently in a database.

Lastly, the plugin misses a thing that is, when you change a model before the weapon being fully deployed the visual weapon animation doesn't play, but the model changes. It doesn't affect the plugin behaviour at all, it isn't needed, but it will be nice. Will fix this when i have a good solution without having to hardcode the weapon deploy animations numbers.





TitANious 07-08-2009 18:53

Re: Individual Weapon Models
 
Nice!, an other new plugin from our chief.
Why you don't get your own "High Traffic" forum? :)(Bailopan, give him it please :P)

joaquimandrade 07-08-2009 19:27

Re: Individual Weapon Models
 
Bailopan doesn't like me.

Updated the plugin. It wasn't taking account of the possibility of the user having shield. Still, shield different models aren't yet a possibility.

TitANious 07-08-2009 19:29

Re: Individual Weapon Models
 
Quote:

Originally Posted by joaquimandrade (Post 867713)
Bailopan doesn't like me.

Updated the plugin. It wasn't taking account of the possibility of the user having shield. Still, shield different models aren't yet a possibility.

Yet a time. Good job :) Why do you think Bailopan don't likes you? :D

SchlumPF* 07-08-2009 20:06

Re: Individual Weapon Models
 
Quote:

Originally Posted by TitANious (Post 867714)
Yet a time. Good job :) Why do you think Bailopan don't likes you? :D

because joachim is from portugal :grrr:

joaquimandrade 07-08-2009 20:42

Re: Individual Weapon Models
 
Update. Version 1.2. If you add a model it searches for its associated shield model. That is:

If you add to the config file

usp usp_dark

it will search for "models/shield/v_shield_usp_dark.mdl"

KadiR 07-09-2009 01:50

Re: Individual Weapon Models
 
nice plugin again :)

{PHILMAGROIN} 07-09-2009 01:57

Re: Individual Weapon Models
 
very nice! just keep creating these masterpieces! :)

ConnorMcLeod 07-09-2009 07:05

Re: Individual Weapon Models
 
Why don't you use register/unregister message for that drop TextMsg ? this way TextMsg wouldn't be registered all the time, and original msgs would be sent instead of being resend every time.

joaquimandrade 07-09-2009 07:44

Re: Individual Weapon Models
 
Ok I will do it. (I haven't thought of that)


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