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-   -   Starting Weapons Deluxe v2.0 (https://forums.alliedmods.net/showthread.php?t=330040)

WATCH_DOGS UNITED 01-17-2021 20:18

Starting Weapons Deluxe v2.0
 
..

Napoleon_be 01-18-2021 06:01

Re: Starting Weapons Deluxe v1.0
 
12k lines for such a small purpose? I'm pretty sure this could be optimized A LOT.

OciXCrom 01-18-2021 07:20

Re: Starting Weapons Deluxe v1.0
 
Dear god. It's like your ctrl+V keys got stuck. This can be done in 300 lines or less with proper coding.
Just the 500 lines of cvar definitions can be easily replaced with a simple loop + get_weaponname usage.

WATCH_DOGS UNITED 01-18-2021 07:51

Re: Starting Weapons Deluxe v1.0
 
We appreciate your answers, we admit that we are just starting with AMXMod X and that is why we still don't know so many functions. Optimization is what we like to do in much of what we do until it reaches the Z-adjustment. We will try to improve it later, but we warn you that there are some rules of logic in the way the code is currently written, for example the task strip_weapons comes before all others and each weapon and item is written separately. We also tried to look at the question of which modules to use to make the plugin lighter during the game.

tarsisd2 01-18-2021 14:24

Re: Starting Weapons Deluxe v1.0
 
this plugin might be usefull for those who use normal hlds

in regame, you can set weapons using only cvars

PHP Code:

// The default grenades that the Ts will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_t_default_grenades ""

// Whether Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_t_give_player_knife 1

// The default primary (rifle) weapon that the Ts will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_t_default_weapons_primary ""

// The default secondary (pistol) weapon that the Ts will spawn with.
//
// Default value: "glock18"
mp_t_default_weapons_secondary "glock18"

// The default grenades that the CTs will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_ct_default_grenades ""

// Whether Counter-Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_ct_give_player_knife 1

// The default primary (rifle) weapon that the CTs will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_ct_default_weapons_primary ""

// The default secondary (pistol) weapon that the CTs will spawn with.
//
// Default value: "usp"
mp_ct_default_weapons_secondary "usp" 


WATCH_DOGS UNITED 01-18-2021 15:43

Re: Starting Weapons Deluxe v1.0
 
Quote:

Originally Posted by tarsisd2 (Post 2733163)
this plugin might be usefull for those who use normal hlds

in regame, you can set weapons using only cvars

We will try this later, ok;

_____________________________________________ ____________________________________

Here are some "bugs" that are not the plugin itself for CodeMasters to know (AMXMod X v1.8.2):

when we define:

PHP Code:

cs_set_user_armor (iPlayer100CS_ARMOR_VESTHELM); 

there is no difference when we define:

PHP Code:

cs_set_user_armor (iPlayer1000CS_ARMOR_VESTHELM); 

the HUD shows the difference but the player is as vulnerable with 1000 as with 100, that is, strangely when we define 200 as the VIP, it is not equal to the resistant protection of the VIP -> This in any plugin you test.


It is an error of "AMX Mod X". Here is a link for 5 attempts to make the vesthelm to protect correctly, all failed: DOWNLOAD


The number of shots to kill does not change in any attempts.

Changing the VESTHELM quantity only takes effect with the MPNumb realistic_armor plugin

But it still won't resist AWP shots, as it works based on the player's health.


Another "AMXMod X" bugs:


1 - If you set starting health using Ham_Spawn or HLTV only our player obeys the function and the bots continue with 100, this in as many ways as possible you try to get the players. This only really works if you use ResetHUD event, just like we did.

2 - In the random weapons function for all players to use the same random weapon, both random(MAX) and random_num( A , B ) functions are apparently having an error in the delivery of the shield when at the end of the current round our player is alive and the others are dead; when the new round begins only those who were dead are receiving shields. No other item has this error, only shield.

Bugsy 01-20-2021 23:08

Re: Starting Weapons Deluxe v1.0
 
I understand you are new to AMX-X, but there's tons and tons of redundant code here that you can eliminate. As you were coding this and realizing you were writing the same lines over and over again, a question in Scripting Help could have helped.

WATCH_DOGS UNITED 02-22-2021 12:50

Re: Starting Weapons Deluxe v2.0
 
Quote:

Originally Posted by tarsisd2 (Post 2733163)
this plugin might be usefull for those who use normal hlds

in regame, you can set weapons using only cvars

PHP Code:

// The default grenades that the Ts will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_t_default_grenades "" 


Dear tarsisd2, we updated the plugin and made it possible to configure the default weapons. It was not exactly as you mentioned but it should resolve.

Natsheh 02-22-2021 15:06

Re: Starting Weapons Deluxe v2.0
 
Why do you write/talk like you own a community service?

And what do you mean with we?

WATCH_DOGS UNITED 02-22-2021 15:45

Re: Starting Weapons Deluxe v2.0
 
Quote:

Originally Posted by Natsheh (Post 2737872)
Why do you write/talk like you own a community service?

And what do you mean with we?


We are a team, to be quoting "I" would be incompatible and with an identity change.


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