Quote:
Originally Posted by 404UserNotFound
1 + 2. I'll do some testing with the parenting + invis bit. If it means less negative interactions with other plugins/the game, I should definitely look into it.
3. Oh boy
4. I will be replacing the stock model with the "enhanced" stock model made by N-Cog with the fixed UV and also the Australium rocket skin (for v1.2).
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Honestly, there's no reason to do all this mess, there is a fastest way to do that:
Code:
int iAustraRocketModelIndex = -1;
public void OnMapStart()
{
iAustraRocketModelIndex = PrecacheModel(AUSTRALIUM_ROCKET);
}
void YourChangeRocketModelFunctionHere(int iRocket)
{
Entity_ModelOverrides(iRocket, iAustraRocketModelIndex);
}
Code:
void Entity_ModelOverrides(int iEntity, int iModelIndex = 0)
{
if (!HasEntProp(iEntity, Prop_Send, "m_nModelIndexOverrides"))
PrintToServer("(Entity_ModelOverrides) Missing prop \"m_nModelIndexOverrides\" on entity %d", iEntity);
for(int i=0; i<4; i++)
{
SetEntProp(iEntity, Prop_Send, "m_nModelIndexOverrides", iModelIndex, _, i);
}
}
It overrides the model, without changing collisions! For some reasons valve didn't use that method for jarates, and other projectiles skins, wich is a shame. I e-mailed them multiple times about it, but they just won't do it.
Here a video of m_nModelIndexOverrides in action:
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