[L4D/2]Incapped Weapons
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Intro As the survivors are by default almost useless if they are incapped, I wanted to publish this plugin to dispense that, and in addition to giving a somewhat simpler alternative, to manage to use all their weapons and give a possible solution for those who use Windows since bug spawn of weapons spawns on the map when the weapons are configured for your script in incapped mode ("WeaponType" "pistol").Details Survivors can switch all their weapons, but cannot use all(slot 4|5). Also you can filter weapons to use in "Attachment 179759"
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Credits Silvers: for let me using your forwards, and your code
Changelog
Requirements:Conflicts: Incapped Magnum 1.4 Notes: |
Re: [L4D2/L4D?]Incapped Weapons
the .cfg will be placed in\addons\sourcemod\configs?
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Re: [L4D2/L4D?]Incapped Weapons
Can't compile this plugin
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Re: [L4D2/L4D?]Incapped Weapons
can't load it, too
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Re: [L4D2/L4D?]Incapped Weapons
And this is why I provide a ton of information in my posts, yet it's never enough.
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"InfoEditor_GetString" requires Info Editor .inc file. |
Re: [L4D2/L4D?]Incapped Weapons
im not sure if this plugin changes weapon type to pistol to allow this...however what ive discovered is with melee weapons changed to pistol weapon type u can use melee while incap...however a side effect of this...all survivor bots will pickup melee wespons now. Which is not a good thing, they suck at using them and will continuously pickup pistols and melee if next to each other. This has nothing to do with this plugin, only something I discovered in my own testing.
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Re: [L4D2/L4D?]Incapped Weapons
I updated this for to compile in sm1.8+ or higher
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Re: [L4D2/L4D?]Incapped Weapons
I will still fail to compile on the forum due to: #include <l4d_info_editor>
You *could* copy the natives/forwards from the include into the plugin without having to use the include, but this goes against the standard scripting practices on AM. Actually you could do this in combination with #tryinclude <> and check "#if !defined _info_editor_included" then define the natvies/forwards. Only thing if the include is ever updated and breaks backwards compatibility (I have no plans on this). For simple plugins/includes with few natives/forwards used I may do this more often. For DHooks I wouldn't. |
Re: [L4D2/L4D?]Incapped Weapons
ok I understand that it cannot be compiled on the forum, but my intension with the compitability in sm1.8 is because of the method that was (RemoveEntity) that I think is only from sm1.9+, I think I need to detail that it is not you must use the button Getplugin xd
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Re: [L4D2/L4D?]Incapped Weapons
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