Custom Weapons?
I'm trying to make a custom weapon, but i don't want to have to 'overwrite' an existing one.
Is it possible that i can have no weapon out, but retain my existing weapons that are in my inventory? (No view model/world model. No sounds, no firing, nothing) Or, on a second thought. Am i able to override things? Such as attacks? So i could place my own attack, instead of the weapon being fired. |
Re: Custom Weapons?
The former question...I have never seen a custom weapon created without taking the place of another, at least for model purposes. You need something displayed as your v_ model, and you need something attached to you for that to replace with a different v_ model. Every method I have seen, even including sawce's wtf plugin, operates this way.
But the thing is...there really isn't anything negative about this since you essentially have complete control over the weapon. The only link to the old weapon is its entity name, really. And hell you can probably change that too. Just don't tell anybody, or they'll come after you. The latter question, yeah, you are able to override most anything. You can hook FM_TraceLine or FM_PlayBackFunction to hook firing. If you hook TraceLine, for example, you can shoot your own trace (after recoil is applied, say..) and block the original trace. You can even screw with animations and such. It's all possible, and most of it has already been done if you search the forums for custom weapon. |
Re: Custom Weapons?
WeaponMod
However I think DevconeS has a newer release at SHP I know he definitly has on our SVN. |
Re: Custom Weapons?
There's been a private beta on the forums for a long time.
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