[REQ] Lasermine
hi did there is plugin for sourcemod wich is the same like lasermine for cs 1.6??
plz give me a link or do something like that :) |
Re: [REQ] Lasermine
This is what the op is referring to:
http://forums.alliedmods.net/showthread.php?p=221113 |
Re: [REQ] Lasermine
yes this is it but its for cs 1.6 but im searching it for cs source for sourcemod
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Re: [REQ] Lasermine
did only SixSicSix is live on this forum :) ??
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Re: [REQ] Lasermine
??
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Re: [REQ] Lasermine
It's fairly easy to setup a trip mine using a prop_dynamic, env_beam, and info_target. I've done it in a mms plugin. If anyone wants to tackle this, I'd be happy to show you the entity properties and inputs/outputs that are required. If setup correctly it will even show the person who planted it as the killer, or is someone else shoots it causing it to explode that person will be the killer.
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Re: [REQ] Lasermine
than can you do it l. duke :)??
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Re: [REQ] Lasermine
I'm not very familiar with sourcemod/pawn, but I could probably puzzle it out.
The big problem is finding the time to mess with it. |
Re: [REQ] Lasermine
i already got the source from LDuke ill try to find time my self too if i can to do it..kthxbai
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Re: [REQ] Lasermine
I actually started it, but I don't think SM has implemented a way to return the normal vector from where a traceray hits. This is needed to position the tripmine model and to start a new traceray for the beam end point.
EDIT: NVM I found it. It didn't seem to show up in the sdktools_trace section on the API reference, but when I found it in the svn and put the function name in the search box, the API reference does show it. |
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