MonsterMod Models Changer v1.1
2 Attachment(s)
::MonsterMod Models Changer:: This plugin changes the models of the monsters from monstermod::Update:: v1.1: Now you can use any number of random models all you have to do is open the .sma file and edit the defines at the top but remember that each line of the .ini file has to consist of the maximum number of random models plus the original models so if you want to use 10 random models as maximum then each line has to consist of 11 arguments ::How to Use:: Create a folder in "amxmodx\configs" called "mmmodel" In this folder add an .ini file with the map name (ex. "de_dust.ini") In this file add all the custom models you want to use for this map For example: "zombie_2" "zombie_3" "gargantua_red" After that add another .ini file in this form "mapname_models.ini" (ex. "de_dust_monster.ini") In this file you will determine what models to use for each monster This plugin can use a defined number of custom models for each monster and it chooses randomly from these models Form: "original model name" "custom model 1" "custom model 2" "custom model 3" "custom model 4" "custom model 5" Note: (Read the v1.1 update for more details) Examples: "zombie" "zombie_1" "zombie_2" "zombie_3" "zombie_4" "zombie_5" //This will pick a random model from the 5 "headcrab" "headcrab_1" "headcrab_2" "" "" "" //This will pick a random model from the 2 "gargantua" "gargantua_red" "" "" "" "" //This will only pick that model |
Re: MonsterMod Models Changer
Nice
PHP Code:
PHP Code:
|
Re: MonsterMod Models Changer
Quote:
I just made this plugin out of boredom :P Wasn't actually intending to post it xD |
Re: MonsterMod Models Changer
Update
v1.1 |
Re: MonsterMod Models Changer v1.1
Can you explain why are you using a think forward to change the model ?!
|
Re: MonsterMod Models Changer v1.1
Quote:
You have any better ideas? |
Re: MonsterMod Models Changer v1.1
Quote:
|
Re: MonsterMod Models Changer v1.1
Doesn't monster mod just create the individual monster entities, like monster_zombie and stuff? I think you could hook that with Ham_Spawn, or FM_Spawn, you just need to know the entity type that monster mod uses (if it isn't the HL1 ones).
|
Re: MonsterMod Models Changer v1.1
Quote:
I already hooked that up with register_think I tried all the spawn functions and non worked I think the monsters actually spawn with no model then they get the model after the spawn function ends Can I detect if an entity's model was changed? |
Re: MonsterMod Models Changer v1.1
Quote:
Quote:
|
| All times are GMT -4. The time now is 23:45. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.