Re: SetViewEntityBody
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Re: SetViewEntityBody
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Re: SetViewEntityBody
if(!is_user_alive(id))
return not needed cause this function will skip for dead players MSG_ONE_UNRELIABLE - should be MSG_ONE, not unreliable or at low or high ping you'll see hand bug. Attack - Primary attack hook with Ham and write your own attack. All other anims just can be switched with set_pev(wepon_entity, pev_body, value) - you just need check weapon ent in anims forwards or make it simply like in this plugin through SendWeaponAnim forward. |
Re: SetViewEntityBody
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btw, do you plan to make a version for AMX 1.8.2 ? |
Re: SetViewEntityBody
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Re: SetViewEntityBody
Gonna have to test this. Good job. Also, please make for 1.8.2 and lower.
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Re: SetViewEntityBody
It have been awhile and I have played around this but after all I can't use this with any other weapon than default (without effect) because:
- It block at the PrimaryAttack => PrimaryAttack_Post never exists => can't set some info like recoil or accuracy - Some weapon need to be Supercede at FM_PlaybackEvent but if do that, the submode will be set to 0 again. |
Re: SetViewEntityBody
Its been a year, no updates on 1.8.2 and bugfixes?
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Re: SetViewEntityBody
When I tryed on windows the plugin was right. But on my linux server something is wrong.
Animations and weapon sounds on bad enitites. If I hit with knife it make decals on wall and all weapon shoot sounds are replaced with P250 pistol shoots. Same metamod, same amxmodx version and only your plugin can be found on both server. |
Re: SetViewEntityBody
The problem is the different pdata int on windows and linux. You can fix it just replace all WEAPON_ENT to cs_get_weapon_id and include cstrike.inc. Then the plugin work right.
There is an another problem. In the options the modells has been set on the right hand but the plugin display them on the left hand. The weapons sparkle still on the original hand. Is there any idea to change it to normal? Both on one side. |
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