Change player models w/o cs_set_user_model
Is it possible to change player models in cs1.6 without using cs_set_user_model? I know that I can use fakemeta to change players weapon models but I can't figure out how to make it change the player models. I REALLY don't want to use cs_set_user_model and have to include cstrike just for 2 lines of coding into my script that I'm working on.
Thanks for any help. |
Re: Change player models w/o cs_set_user_model
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Re: Change player models w/o cs_set_user_model
That works, just that it resets every round. Oh wells at lest I got rid of cstrike.inc :)
Ty. |
Re: Change player models w/o cs_set_user_model
does this dump server sometimes? like cs set user model?
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Re: Change player models w/o cs_set_user_model
for example the usage cs_set_user_model(id, "zombie")
that would set the user model to the hl1 zombie model, if u have ur own models and u wanna use them then precashe them, and name the path for example the model name was sexy.mdl make sure the folder called sexy under \models\player\ that how it works for me :) |
Re: Change player models w/o cs_set_user_model
maybe try calling that code at the begining of every round. the code below is vens tut on getting player spawn. in code tuts and w/e the other word is :)
try it it might work. Code:
#define MAX_PLAYERS 32 |
Re: Change player models w/o cs_set_user_model
Cstrike module uses prethink to "keep" the new model after a new round. This is somehow a code overhead and you could use the new round as NcB_Sav said.
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Re: Change player models w/o cs_set_user_model
WOOT I GOT ONE RIGHT!!!
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Re: Change player models w/o cs_set_user_model
ok what? how you set a model with this? never seen something in such form:
EngFunc_SetClientKeyValue, // void ) (int clientIndex, char *infobuffer, char *key, char *value); |
Re: Change player models w/o cs_set_user_model
why dont u just use set_user_model?
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