AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Scripting Help (https://forums.alliedmods.net/forumdisplay.php?f=11)
-   -   Simple new Weapon (https://forums.alliedmods.net/showthread.php?t=143338)

Tonda 11-18-2010 10:33

Simple new Weapon
 
Ho can i create simple weapon with new model, sound shoot ... ? Like Minigun, Bazooka ....

drekes 11-18-2010 11:06

Re: Simple new Weapon
 
http://forums.alliedmods.net/showthr...+weapon+models

This should get you started with the model. Replacing a weapon sound other then knife sound is impossible afaik.

ARES[ro] 11-18-2010 11:36

Re: Simple new Weapon
 
Quote:

Originally Posted by drekes (Post 1351854)
http://forums.alliedmods.net/showthr...+weapon+models

This should get you started with the model. Replacing a weapon sound other then knife sound is impossible afaik.

1 word: Orpheu

Arkshine 11-18-2010 12:08

Re: Simple new Weapon
 
Orpheu can't do all. Weapons sounds are handled client-side. You can make your own weapon easily but you will have to use a command or an existing weapon slot to select it.

Seta00 11-18-2010 14:28

Re: Simple new Weapon
 
Quote:

Originally Posted by Arkshine (Post 1351886)
Orpheu can't do all. Weapons sounds are handled client-side. You can make your own weapon easily but you will have to use a command or an existing weapon slot to select it.

One word: fennecs.

Arkshine 11-18-2010 14:55

Re: Simple new Weapon
 
With some good thoughts you can create interesting ways to select something, like the plugin Joaquim has done.

ARES[ro] 11-18-2010 16:10

Re: Simple new Weapon
 
Even if they are handled client-side... with the right function in orpheu (or even ham)and the right predictions when the sound would be played, you can block that by changing the required conditions to be played...
we know the server sends whenever data to clients like player is shooting a weapon and how many bullets the weapon has... you can modify that sent data in the right functions maybe addtofullpack either way u can block the sound if the conditions for it to be shot are right by making them wrong and playing your own sound... no?

Arkshine 11-18-2010 16:39

Re: Simple new Weapon
 
I would say no, but make the code and prove it. ;)

Like you say addtofullpack is server -> client and the client-side part of a weapon is triggered because of an "event" sent ( PLAYBACK_[FULL]_EVENT ). Event which will call at the end a client-side function like EV_Fire*(), and inside some code including the fire sound. Tell me how you can block this sound ? You can't.

But that's not a problem. The goal here is to make a new weapon, not to do something based on existing weapon. It's very easy to block completely a weapon, using custom models, sounds, etc, and handling all ( fire, reload, etc.. ).

ARES[ro] 11-18-2010 18:34

Re: Simple new Weapon
 
Quote:

Originally Posted by Arkshine (Post 1352029)
I would say no, but make the code and prove it. ;)

Like you say addtofullpack is server -> client and the client-side part of a weapon is triggered because of an "event" sent ( PLAYBACK_[FULL]_EVENT ). Event which will call at the end a client-side function like EV_Fire*(), and inside some code including the fire sound. Tell me how you can block this sound ? You can't.

But that's not a problem. The goal here is to make a new weapon, not to do something based on existing weapon. It's very easy to block completely a weapon, using custom models, sounds, etc, and handling all ( fire, reload, etc.. ).

True we dont need to get there since we will be blocking the entire fire event...

Arkshine 11-18-2010 18:50

Re: Simple new Weapon
 
It's more easy to block all, then making the whole weapon, so you can control all aspect of your weapon easily. There is no point to search to block the existing weapon sounds, at least if the purpose is to make new weapons.


All times are GMT -4. The time now is 11:18.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.