[RELEASE] UTILS Extension
native FireBulletsInfo_t utils_CreateFireBulletsInfo();
native void utils_FireBulletsInfoSetVar(FireBulletsInfo_t info, const char[] name, any[] value); // please use the methodmap native void utils_EntityFireBullets(int entity, FireBulletsInfo_t info); native float utils_StudioSetBoneController(int entity, int controller, float value, float &newvalue); native float utils_StudioGetBoneController(int entity, int controller, float value); native void utils_EntityGetPoseParameterRange(int entity, int parameter, float &minvalue, float &maxvalue); native bool utils_EntityHasMovement(int entity, int sequence); native bool utils_EntityHasPoseParameter(int entity, int sequence, int parameter); native int utils_EntityGetNumBones(int entity); native int utils_EntityLookupAttachment(int entity, const char[] name); native int utils_EntityLookupBone(int entity, const char[] name); native int utils_EntityLookupSequence(int entity, const char[] name); native int utils_EntityLookupPoseParameter(int entity, const char[] name); native Activity utils_EntityLookupActivity(int entity, const char[] name); native void utils_EntityGetBonePosition(int entity, int index, float origin[3], float angle[3]); native void utils_EntityGetAttachment(int entity, int index, float vec[3], float angle[3]); native void utils_EntityGetAttachmentLocal(int entity, int index, float vec[3], float angle[3]); native float utils_StudioSetPoseParameter(int entity, int parameter, float value, float &newvalue); native float utils_StudioGetPoseParameter(int entity, int parameter, float value); native int utils_EntitySelectWeightedSequence(int entity, Activity activity); native Activity utils_EntityGetSequenceActivity(int entity, int sequence); native float utils_EntitySequenceDuration(int entity, int sequence); native float utils_EntitySequenceGroundSpeed(int entity, int sequence); native any utils_AnimOverlayFunc(AnimOverlayHandler handler, const char[] name, any ...); // please use the methodmap native void utils_GetActivityName(Activity activity, char[] name, int maxlen); native Activity utils_GetActivityIndex(const char[] name); native float utils_GetFrameTime(); stock float utils_EntitySetPoseParameter(int entity, int parameter, float value) stock float utils_EntityGetPoseParameter(int entity, int parameter) stock float utils_EntitySetBoneController(int entity, int controller, float value) stock float utils_EntityGetBoneController(int entity, int controller) https://github.com/arthurdead/utilsext windows build https://github.com/arthurdead/utilse...2.dll?raw=true linux build https://github.com/arthurdead/utilse...f2.so?raw=true gamedata https://raw.githubusercontent.com/arthurdead/utilsext/master/gamedata/utilsext.txt include https://raw.githubusercontent.com/ar...e/utilsext.inc |
Re: [RELEASE] UTILS Extension
:bacon!:
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Re: [RELEASE] UTILS Extension
and what is the point of this extension? what are possibilities with it? Any usages for CS:GO?
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Re: [RELEASE] UTILS Extension
:bacon!: This extension is amazing, I could achieve all I wanted to do the last month, thanks to you.
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Re: [RELEASE] UTILS Extension
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Re: [RELEASE] UTILS Extension
I can work on my Battle Bots plugin with this :D
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- The one that's gotten well known on the forums - The one that me and Arthurdead worked on, based off of Golden machine gun's pets - Golden Machine Gun's pets I have all three versions of that plugin and I've been working on a new version that adds proper walking (using m_flPoseParameters) and new states like crouchwalking, swimming, etc.
Advanced info below
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Re: [RELEASE] UTILS Extension
@abrandnewday Fire bullets function allows you to shoot bullets from an entity and set its damage, damage force, and of course the number of bullets and the spread. I used it in my sf2 plugin last week, can say, it works pretty well.
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Re: [RELEASE] UTILS Extension
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Re: [RELEASE] UTILS Extension
This looks like it is only compiled for TF2. You need to compile it for your game (and maybe find gamedata for it).
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Re: [RELEASE] UTILS Extension
If only I knew how to make use of this, it looks super handy, anyone have any kind of example?
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