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Weapons Module by Mahnsawce


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n0obie4life
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Join Date: Dec 2004
Old 07-27-2005 , 04:42  
Reply With Quote #41

Anyone taking over this moduleeeee?
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Join Date: Jan 2004
Old 07-27-2005 , 04:45  
Reply With Quote #42

whats wrong wid it?
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n0obie4life
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Old 07-27-2005 , 04:50  
Reply With Quote #43

Just wonderring?
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Skeetles
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Join Date: Jul 2005
Old 07-27-2005 , 13:32  
Reply With Quote #44

I am ONFIRE I have already made 4 other guns that work pretty well and I keep making more whenever I have time. Another interesting plugin, though for AMX is Xake's weapon mod. www.xake.dk
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Xavior
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Join Date: Feb 2005
Location: Denmark
Old 07-27-2005 , 14:10  
Reply With Quote #45

Well im glad you find it interesting, however this module and the plugin we made is not the same, the plugin we made allows to totally control weapons, in CS. By totally control i mean you can set ammo count, prizes, edit the buymenu ect. . The plugin also allows you to make new weapons as this module does, im not sure if this module registers drops, primary, secondary, buying, pickups and what ever else there is. Also i dont know if this module assigns the weapons so you can select them thru the HUD, and have their individual crosshair settings ect. in the plugin you can.

This is not an adverticement for the plugin nor the module as it is two totally different things.
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Freecode
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Old 07-27-2005 , 14:26  
Reply With Quote #46

Quote:
Originally Posted by Xavior
Well im glad you find it interesting, however this module and the plugin we made is not the same, the plugin we made allows to totally control weapons, in CS. By totally control i mean you can set ammo count, prizes, edit the buymenu ect. . The plugin also allows you to make new weapons as this module does, im not sure if this module registers drops, primary, secondary, buying, pickups and what ever else there is. Also i dont know if this module assigns the weapons so you can select them thru the HUD, and have their individual crosshair settings ect. in the plugin you can.
maybe thats why Bail wanted someone to take over this module and finish it
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BAILOPAN
Join Date: Jan 2004
Old 07-27-2005 , 15:29  
Reply With Quote #47

This module has two purposes: mod independence and the fact that you don't have to reimplement all that stuff from scratch every time. It's a generalized API.

And I'll add, open source.
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Xavior
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Join Date: Feb 2005
Location: Denmark
Old 07-27-2005 , 20:41  
Reply With Quote #48

Well i just dont see, why make something in a module, that you can make in a plugin?.
I only make stuff in modules, that you cant make in plugins.
And customizeing weaponary you can do fully in a plugin!, so why a module?.
And with the updates of amxx mod, to include can_see and is_in_viewcone. WeaponMod (the plugin) will work for both amx and amxx.
As of now i made can_see and is_in_viewcone based on plugin form when its for amxx!

And i will also add that the plugin is also going to be open source once the last needing part is made.
Also weapons are split up in files so it is very simaler to this module.
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Old 07-27-2005 , 21:43  
Reply With Quote #49

I suggest taking a look at the module source code. It does quite a few things you certainly can't do in a plugin. More importantly, is it actively forces the weapon in the player's weapon field, making it compatible with other natives that already exist.

The reason for making a module is it's efficient. Something in C++ is far faster than it is in Small, especially when you're doing something update-intensive like drawing new weapons. The benefits are clear: you have specific natives that a multitude of plugins can use easily. And with Metamod, you have exactly the calls you need to make or hook.

How to do this in a plugin? With AMX Mod X, you would have to use a combination of fakemeta and callfunc, which would let you have metamod-functionality and module-functionality in your plugin (since callfunc is inter-plugin communication, and fakemeta is "Metamod for Small").

With AMX Mod, it gets even trickier -- it has no equivalent of callfunc or fakemeta, so you'd be doing everything with VexD forwards. And if I recall, the only way to have plugins communicate in AMX Mod is through server commands. Not exactly ideal, and I imagine things like this made this plugin very tricky to make.

I'd take this as a module over a plugin any day it's quite logical. Mahnsawce was a talented coder and this was his last big idea. It works efficiently and can be easily expanded.
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Xavior
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Old 07-27-2005 , 22:11  
Reply With Quote #50

Well first of i didnt look at the source code of this module, and i respect Mahnsawce for his work.
I dont run amxmodx at my server so its logical im not into which modules held what. I would imagine by taking a quick peak at amxmodx that the whole plugin would be alot easyer to make if it was only for amxmodx. I cant count to how many struggels it gave on amxmod.
However the plugin is almost done and it would be silly to trash it at this point.
I could however see some potential in combineing the two (module and plugin) for a massive interface to weapons.
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