Custom Player Skins (Core)
Custom Player Skins
Allows other plugins to easily bonemerge a player skin to a player, with out worrying about deleting the skin on player_death, etc. Mere warning for those who ask if this will work in tf2, the answer is no, nor am i going to make a version that works for tf2. If you find this useful and want to use it in your plugin you should pull the code for the skins themselves and use that other then using these natives. Only one plugin can use a skin at any given time. Natives Inside CustomPlayerSkins.inc: Code:
//Custom Player Skins include file Planned Features
Plugins You can only use 1 plugin. Random Player Skins (FoF, CS:GO) ESP/WH for Admins (CS:GO) Downloads Plugin Source Include File GitHub Link |
Re: Custom Player Skins (Core)
I like that
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Re: Custom Player Skins (Core)
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Hopefully more people will catch on, helps other's learn coding with small projects like these with descriptive comments. I like comments that explain what the goal of each function, and why it's unique! |
Re: Custom Player Skins (Core)
Interesting stuff. That's really a cool thing, because I can enable glow on specific players in CS:GO. Gotta mess with it. :P
EDIT: I havent tested plugin yet, but got some notes. Reading through the code, dont use MAXMODELLENGTH, use PLATFORM_MAX_PATH instead. On a death event, why you initialize client instead of doing RemoveSkin(GetClientOfUserId(GetEventInt(even t, "userid"))) ? I would switch to player_hurt event and check if (GetClientHealth(client) < 1) if necessary. Because sometimes props wont be removed on player_death event (its late), or it may looks weird in some cases. Also, does ShouldTransmit hook is really doing something? Thanks for plugin. |
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Should be stopping the model from being transmitted to the client. |
Re: Custom Player Skins (Core)
Hey I am using this in my Admin ESP plugin.
Please update it on github to latest changes described here, otherwise players will able to see themselves from first person. It works perfectly though. :) |
Re: Custom Player Skins (Core)
Commit updated :)
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And SetEntityRenderMode(client, RENDER_NONE) added for preventing double model on a player or 'misanimations', right? Thanks in advance. |
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I can add the observer target. The "forward" attachment is so the prop will bonemerge to the model, I don't think i had tested it without though. The RenderMode is so the prop and the player is not rendered, as i didnt plan for it to be used for glows. I'll add in an argument that you can pass to ignore that feature. |
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