Re: Brass Knuckle Frags
Please alloc model strings and set models using pev_viewmodel and pev_weaponmodel with cached allocated values, this way you don't alloc and alloc again strings using memory for nothing ( allocated strings are kept in memory after map change !! )
g_iAllocDummy = engfunc(EngFunc_AllocString, "model/dummy.mdl") set_pev(id, pev_viewmodel, g_iAllocDummy) or : set_pev_string(id, pev_viewmodel2, g_iAllocDummy) // that one is not required in that case because pev_viewmodel and pev_viewmodel2 are particular instead of set_pev(id, pev_viewmodel, "model/dummy.mdl") |
Re: Brass Knuckle Frags
UPDATED! v2.3.6
Includes: HotFixes, Powers are now applied directly on purchase (no weapon change needed) |
Re: Brass Knuckle Frags
UPDATED! v2.4
Includes: Lots and lots of bug fixes. New ML tokens. Optimizations, code readability changes, more comments. New commands, HUD messages, logs, more CVARs. Extra damage is now percentage instead of just damage (this will make it more effective for high damage hits. Headshots give 2 frags instead of 1. New Commands: /bkfstats and /bkfrank Let me know what you guys think! This mod is turning into something awesome. With even more awesome things to come! EDIT: IMPORTANT UPDATE! v2.4.3 includes: HotFix (frags not save properly), HUD color CVARs, /loadfrags client command |
Re: Brass Knuckle Frags
Fucking Awesome!
This will be added on my #6 server Hope it's will be full with players |
Re: Brass Knuckle Frags w/ API
UPDATED! v2.5
The biggest update yet. Includes more powers, API, dynamic natives, optimizations, commands, stability improvements, admin messages, level 0 knife skin, more HUD messages, MAXLEVEL define to max out the level in the server, powers menu, separation of powers from core (power levels 1-4 now in separate plugin), more functionality and customization, check the source for complete list. new commands: /powers /removepower |
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