SetViewEntityBody
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http://s01.geekpic.net/di-C5KBP1.png Version: Release 1.7 Requirements: latest AmxModX 1.8.3 Description: The main function of this plugin is changing the viewmodel bodygroup. It doesn't matter how high is player latency/ping, low fps count - the player will see only bodygroup you pointed without bugs. The custom weapons are also supported. Also this plugin comes with custom v_ models, you don't need to replace original, just put them into cstrike/models/weapons. The default v_ models are removed from precache. As you know, Counter-Strike Online uses two hands bodygroup in v_ models. So let's make it now work in Counter-Strike 1.6! Some functions are still need to do. 1. Spectators support - DONE (Release 1.0) 2. Remove trace attack and use default cs decals - TODO There is three native functions: Main: native SetViewEntityBody(pPlayer, iValue); //pPlayer - player index, iValue - bodygroup number Secondary: native SetUserSex(pPlayer, iValue); //pPlayer - player index, iValue /1 - MALE, 2 - FEMALE native GetUserSex(pPlayer); //pPlayer - player index /Getting the player sex Usage example: Code:
14/9/16: First Beta release Update 15/9/16: Release 1.0, added Spectator support, redefined MALE, FEMALE, added sex checks into deploy, fixed dead player bodies non disappear. Update 15/9/16: Release 1.1, some bugfix. Update 15/9/16: Release 1.2, removed value msg check Update 15/9/16: Release 1.3, i've made one big mistake while setting the spectating target anim, so it's now fixed. The spectator target body now will be fine. Update 15/9/16: Release 1.4, while playing online, i've seen a bug with spectators hands, so i decided to lookout what's the problem. Instead of using SpecHealth, i've replaced it with StatusValue. Why? The first player who killed us in previous version always was bugged. Now it's fixed. The attack bug is also fixed. Also... I randomized the connected players hand body. Look at: Code:
//test functions onlyP.S. Enough for today. Update 15/9/16: Release 1.6, again bugfix. Update 16/9/16: Release 1.7, bugfixes. Now i started to lookout for attack system. I have 2 ideas currently and one of them is replacing atk system with custom trace, but the way it can be done - with Orpheu. Need some time to think. P.S: download both include and source again. |
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Screens?
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Later i'll upload video.
I forgot to fix dead player bodies disappear. Just replace Playback forward function with this: Code:
public Forward_PlaybackEvent(iFlags, id, iEvent)The attack i dunno, maybe replace using custom trace and ham damage. |
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Most people use 1.8.2 Cant you make it work on it? |
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Don't use .7z, u should use .zip.
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Gonna reupload resources a bit later.
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You can delete your older posts, there's no need of bumping this thread each hour I guess.
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Update: Release 1.6 - bugfixes while spectating and the target died at the moment we are tried to look him from first person.
Redownload both include and source. |
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Edit: found LOL. |
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insane job
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Update 16/9/16: Release 1.7, bugfixes. Now i started to lookout for attack system. I have 2 ideas currently and one of them is replacing atk system with custom trace, but the way it can be done - with Orpheu. Need some time to think.
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Can you make a special stock if someone is "Female" and i'm "Male" ... in register_touch if i'm touching an female to use your stock and make a baby :o !
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Also please upload images and videos. |
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You want the way? Here, this is i'm currently using and will include it in next update: Code:
#include <xs> |
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Oh, forgot. Maybe if you don't have signatures
Code:
{Code:
{ |
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@Hanna you can use rg_fire_bullets3 with ReAPI.
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And yes, using another libary is breaking the the official licence from Valve.
There is too many pirate servers around and supporting it is not good. IMO. Using custom library maybe just for testing only purposes. |
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If I use another weapon plugins which have a model with 2 hands (male and female ofc). Does this plugins actually work with them?
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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. |
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btw, do you plan to make a version for AMX 1.8.2 ? |
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Gonna have to test this. Good job. Also, please make for 1.8.2 and lower.
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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. |
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Its been a year, no updates on 1.8.2 and bugfixes?
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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. |
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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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It's fixed in my build. I've used another trick without disabling client weapons (cl_lw set to 0 always breaks models position) https://forums.alliedmods.net/showthread.php?t=305150
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