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[ CSGO ]custom stickers for public servers ? can we ?


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nguyenbaodanh
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Join Date: Jun 2007
Location: HCMC, Vietnam
Old 12-17-2014 , 06:41   [ CSGO ]custom stickers for public servers ? can we ?
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Hi guys!
Any possibility that we can make a plugin that allow people to choose custom stickers that will be added by server admin for their weapon ?
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Mitchell
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Join Date: Mar 2010
Old 12-17-2014 , 08:43   Re: [ CSGO ]custom stickers for public servers ? can we ?
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So far no. That is chosen by the steam inventory system.
Each weapon has a unique id, which corresponds to the player's inventory and account id. when the weapon is equipped by the player all the other players see the skin cause it looks the weapon id up in the users inventory, along with the stickers, stat track, etc. You would need an extension to hook into this and return a different id, one of which already has these items on it.

Edit: I guess stickers are kind of different, since there are models for them right? could just parent a model to the viewmodel and the world model, how ever it would take quite some time to make a plugin that efficiently does this without using up a ton of entities.

Last edited by Mitchell; 12-17-2014 at 08:44.
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nguyenbaodanh
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Join Date: Jun 2007
Location: HCMC, Vietnam
Old 12-19-2014 , 23:10   Re: [ CSGO ]custom stickers for public servers ? can we ?
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Quote:
Originally Posted by Mitchell View Post
So far no. That is chosen by the steam inventory system.
Each weapon has a unique id, which corresponds to the player's inventory and account id. when the weapon is equipped by the player all the other players see the skin cause it looks the weapon id up in the users inventory, along with the stickers, stat track, etc. You would need an extension to hook into this and return a different id, one of which already has these items on it.

Edit: I guess stickers are kind of different, since there are models for them right? could just parent a model to the viewmodel and the world model, how ever it would take quite some time to make a plugin that efficiently does this without using up a ton of entities.
Thanks
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