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-   -   SideWeapons v0.2 (New BackWeapons) [CS/CZ] {1 Sep 2022} (https://forums.alliedmods.net/showthread.php?t=339277)

SoulWeaver16 08-29-2022 19:39

SideWeapons v0.2 (New BackWeapons) [CS/CZ] {1 Sep 2022}
 
11 Attachment(s)
Description:
Just like BackWeapons 0.0.6 works, this plugin works as an update, adding the pistols, grenades and knife to the code.

Requirements:
  • AmxModX 1.8+
  • Models


Instructions:
  1. Download the required files [v0.1]:[CS Models][CZ Models]
  2. Compile plugins locally.
  3. Put the models in: "models/"
    Ex: models/sideweapons3.mdl
    models/backweapons2_ns.mdl (Optional)
  4. Put in plugin.ini:
    SideWeapon_no_knife.amxx
    backweapon3.amxx (Optional)


Future things:
- Implement the BackWeapons plugin in code to use a single model.
- Cvars to control with or without silencer, whether to show or not, primary, secondary, grenade or knife weapons.

Change-Log:
Cvars [BackWeapon plugin]:
  • bw_model <#> // Model to use.
    Default: "models/backweapons2.mdl"
  • bw_nosil <#> // Use nosil or not, only models backweapons2_ns.mdl and backweapons2_cz_ns.mdl supported.
    Default: "1"
  • bw_maxweapons <#> // Max weapons you can see in a player's back (in case your server allow multiple weapons).
    Default: "1"

Notes v0.2:
  • Bug: Model animations are speed up.
    Spoiler
  • Bug: Buying a pistol with the knife in hand, having _cl_autowepswitch 1, will have the gun in hand and on the back, but changing weapons fixes it.
  • You can disable 3rd person by changing the code:
    #define TEST_3RD -> //#define TEST_3RD

Credits:
Any contribution of code or ideas that you want to contribute, is welcome.

EFFx 08-30-2022 01:54

Re: SideWeapons v0.1
 
Seems pretty cool. Good job!

SoulWeaver16 08-30-2022 02:03

Re: SideWeapons v0.1
 
Quote:

Originally Posted by EFFx (Post 2787719)
Seems pretty cool. Good job!

Then I will do the same with the grenades, although years ago they said that it was a lot of load on the server, I did tests with 31 bots and it is quite stable, if possible everything in the same plugin configurable with cvars

EFFx 08-30-2022 02:12

Re: SideWeapons v0.1
 
You can put the grenades on the waist, since the animation of the grenade comes from the front to raising the hand backwards. Not that big of a grenade tho.

SoulWeaver16 08-30-2022 14:18

Re: SideWeapons v0.1
 
1 Attachment(s)
Quote:

Originally Posted by EFFx (Post 2787721)
You can put the grenades on the waist, since the animation of the grenade comes from the front to raising the hand backwards. Not that big of a grenade tho.

The size can be adjusted on the subject of grenades, but speaking of pistols, I've been testing, and if I put them where they should go, they go easily unnoticed without a semiclip plugin.
I plan to put them back, like in some CSGO models, that or I could choose to edit the models and delete that gun with the holster they carry, I have not decided yet
Attachment 196579

SoulWeaver16 09-01-2022 17:00

Re: SideWeapons v0.1 [CS/CZ]
 
* 0.2 - 9/1/22
- Fixed the location of the pistols, moving from the leg to the waist, to prevent it from going unnoticed.
- Added the knife and grenades.

iclassdon 09-03-2022 10:54

Re: SideWeapons v0.2 [CS/CZ]
 
Love it! thanks for this.

MayroN 09-03-2022 16:41

Re: SideWeapons v0.2 [CS/CZ]
 
The controller in the model is needed in any case for custom players, so that you can move the movement of the model with the code

Otherwise, the pistols will be inside the leg or far from it.

https://i.ibb.co/Jjk9S1c/hl-2022-09-03-23-35-31-88.jpghttps://i.ibb.co/0cFjF6b/hl-2022-09-03-23-35-53-97.jpg

Also, standard player models already have a pistol on their legs by default.
Therefore, the same controller will save the situation in order to transfer the model to the other leg
Or manually remove pistols from standard player models so that they don’t duplicate

https://i.ibb.co/tzCTmqT/hl-2022-09-03-23-35-04-85.jpg

SoulWeaver16 09-03-2022 17:24

Re: SideWeapons v0.2 [CS/CZ]
 
Quote:

Originally Posted by MayroN (Post 2788043)
The controller in the model is needed in any case for custom players, so that you can move the movement of the model with the code

Otherwise, the pistols will be inside the leg or far from it.

https://i.ibb.co/Jjk9S1c/hl-2022-09-03-23-35-31-88.jpghttps://i.ibb.co/0cFjF6b/hl-2022-09-03-23-35-53-97.jpg

Also, standard player models already have a pistol on their legs by default.
Therefore, the same controller will save the situation in order to transfer the model to the other leg
Or manually remove pistols from standard player models so that they don’t duplicate

https://i.ibb.co/tzCTmqT/hl-2022-09-03-23-35-04-85.jpg

I understand your point, also the location was made for CZ models, I already added models for CS, anyway although for v0.1, I updated the location, sticking it more to the body, for v0.2, I chose to put them on the back, like it is seen in the video, a pity that the models come with an unusable weapon, because it breaks all coherence.
And actually making the weapons be placed with cvars is a very clever idea, but I don't know if it's possible through code, to tie a submodel to a bone of the model, and then control its distance and angle, correct me if I'm wrong. Perhaps it is possible and for v0.3 to work that way.

MayroN 09-03-2022 19:40

Re: SideWeapons v0.2 [CS/CZ]
 
Here is the code and model on the controllers

Everything you need is there and you can easily combine everything together with weapons, pistols, knives and grenades and release the latest update and end this forever

https://goldsrc.ru/resources/302/


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