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-   -   MonsterMod Models Changer v1.1 (https://forums.alliedmods.net/showthread.php?t=161272)

Sam Tsuki 07-05-2011 10:52

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

Xalus 07-05-2011 13:59

Re: MonsterMod Models Changer
 
Nice

PHP Code:

new model1[31]
    new 
model2[31]
    new 
model3[31]
    new 
model4[31]
    new 
model5[31]
    new 
model6[31

->

PHP Code:

new model[6][31// Start with 0

parse(buffmodel[0], 30model[1], 30model[2], 30model[3], 30model[4], 30model[5], 30)

        
format(old_model[models_num], 30"models/%s.mdl"model[0])
        
format(new_model[models_num][0], 30"models/%s.mdl"model[1])
        
        for(new 
26i++) {
            if(!
equal(model[i], "")) {
                
format(new_model[models_num][1], 30"models/%s.mdl"model[i])
                
rmodels_count++
            }
        } 


Sam Tsuki 07-05-2011 16:13

Re: MonsterMod Models Changer
 
Quote:

Originally Posted by Xalus (Post 1504311)
Nice

PHP Code:

new model1[31]
    new 
model2[31]
    new 
model3[31]
    new 
model4[31]
    new 
model5[31]
    new 
model6[31

->

PHP Code:

new model[6][31// Start with 0

parse(buffmodel[0], 30model[1], 30model[2], 30model[3], 30model[4], 30model[5], 30)

        
format(old_model[models_num], 30"models/%s.mdl"model[0])
        
format(new_model[models_num][0], 30"models/%s.mdl"model[1])
        
        for(new 
26i++) {
            if(!
equal(model[i], "")) {
                
format(new_model[models_num][1], 30"models/%s.mdl"model[i])
                
rmodels_count++
            }
        } 


Yep
I just made this plugin out of boredom :P
Wasn't actually intending to post it xD

Sam Tsuki 07-06-2011 10:48

Re: MonsterMod Models Changer
 
Update
v1.1

Arkshine 07-06-2011 11:37

Re: MonsterMod Models Changer v1.1
 
Can you explain why are you using a think forward to change the model ?!

Sam Tsuki 07-06-2011 11:41

Re: MonsterMod Models Changer v1.1
 
Quote:

Originally Posted by Arkshine (Post 1504966)
Can you explain why are you using a think forward to change the model ?!

I tried ham_spawn and it wouldn't work
You have any better ideas?

Emp` 07-06-2011 17:53

Re: MonsterMod Models Changer v1.1
 
Quote:

Originally Posted by Sam Tsuki (Post 1504968)
I tried ham_spawn and it wouldn't work
You have any better ideas?

How about FM_SetModel ?

Tirant 07-06-2011 20:09

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).

Sam Tsuki 07-07-2011 03:05

Re: MonsterMod Models Changer v1.1
 
Quote:

Originally Posted by Tirant (Post 1505239)
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).

The entity type of the monsters is func_wall
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?

Xalus 07-07-2011 07:27

Re: MonsterMod Models Changer v1.1
 
Quote:

Originally Posted by Sam Tsuki (Post 1505433)
The entity type of the monsters is func_wall
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?

Quote:

Originally Posted by Emp` (Post 1505170)
How about FM_SetModel ?



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