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Entity Resources Replacement[ V 1.4 ]


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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 03-06-2017 , 09:53   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #211

In dynamic replacement there is no limitation for path. What flags are you talking about? Like the flags you have for models(steam/team etc) ?
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kristi
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Old 03-06-2017 , 09:55   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #212

Yes, for example only TEAM_CT will have the knife sound replaced.
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 03-06-2017 , 11:03   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #213

For sounds I did not add that possibility, probably overlooked it. When I'll find time I'll post a version with critical bug fixes and I'll add that option too.
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RAW_192
Senior Member
Join Date: Feb 2017
Old 05-13-2017 , 03:05   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #214

@HamletEagle I got this error

Quote:
L 05/13/2017 - 03:03:03: [AMXX] Run time error 10: native error (native "ArrayGetCell")
L 05/13/2017 - 03:03:03: [AMXX] [0] celltravtrie.inc::MoreTravTrie (line 241)
L 05/13/2017 - 03:03:03: [AMXX] [1] entities_resources_replacement.sma::RetrieveK eyFromPlayer (line 1067)
L 05/13/2017 - 03:03:03: [AMXX] [2] entities_resources_replacement.sma::OnClCorps e_Message (line 1027)
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HamletEagle
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Old 05-13-2017 , 03:26   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #215

Give the original error log, this one seems edited.
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RAW_192
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Old 05-13-2017 , 08:54   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #216

Quote:
Originally Posted by HamletEagle View Post
Give the original error log, this one seems edited.
Edited? nah this is the original one only.. From amx error logs
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PowereXe
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Join Date: Jan 2017
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Old 06-01-2017 , 12:10   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #217

I Tried Anyway, But Not Precaching While Connecting.
Where Is The Problem? My Server SteamCMD Win Build 6153 And Connecting With Original Steam CS 1.6. Orpheu Module Is Ok (2.6.3.0)



HLDS Console:

Code:
Connection to Steam servers successful.
Menu item 18 added to Menus Front-End: "Plugin Cvars" from plugin "CSY_Plugin_Menu.amxx"
Menu item 19 added to Menus Front-End: "Plugin Commands" from plugin "CSY_Plugin_Menu.amxx"
   VAC secure mode disabled.
[entities_resources_replacement.amxx] Something went wrong while getting information about next version

amx_modules:

Code:
Orpheu                  2.6.3       joaquimandrade & Ar  running    
Fun                     1.8.2       AMX Mod X Dev Team   running    
EngineX                 1.8.1.3746  AMX Mod X Dev Team   running    
FakeMeta                1.8.2       AMX Mod X Dev Team   running    
GeoIP                   1.8.2       AMX Mod X Dev Team   running    
nVault                  1.8.2       AMX Mod X Dev Team   running    
Ham Sandwich            1.8.2       AMX Mod X Dev Team   running    
CStrike                 1.8.2       AMX Mod X Dev Team   running    
CSX                     1.8.2       AMX Mod X Dev Team   running    
Sockets                 1.8.2       HLSW Dev Team        running    
RegEx                   1.8.2       AMX Mod X Dev Team
Modules.ini:

PHP Code:
;;;
To enable a moduleremove the semi-colon (;) in front of its name.
; If 
it's not here, simply add it its name, one per line.
; You don'
t need to write the _amxx part or the file extension.
;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 
SQL Modules usually need to be enabled manually ;;
;; 
You can have any number on at a time.  Use      ;;
;;  
amx_sql_type in sql.cfg to specify the default ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;
mysql
;sqlite

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 
Put third party modules below here.              ;;
;; 
You can just list their nameswithout the _amxx ;;
;;  or 
file extension.                              ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 
These modules will be auto-detected and loaded   ;;
;;  as 
needed.  You do not need to enable them here ;;
;;  
unless you have problems.                       ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

orpheu
fun
engine
fakemeta
geoip
sockets
regex
nvault
hamsandwich 

Dyn:

PHP Code:
;This file allow you to dynamically change entites resources
;For complete replacement use entities_resources_comp_replace file and set err_replace_type cvar to 1 or 3
;You can have resources changed for different playersteams, for admins, for maps and so on.
;
This increase the precache list, be sure to don't go over it(512)
;Please add models into their section, don'
t add player models in weapon section!

;
Flags explanation:

;
1.STEAM_....:
;
Allow to change a model only for a specific steamid.

;
2.Flag_access:
;
Access flag is the letter or the combination of letters that are used in users.ini.
;
You must add Flag in front of access flags. If you have the letter m it will become Flag_m.
;
Example: If you want the user with rcon acces to have a custom weapon model do: Flag_l v_old_model v_new_model p_new_model w_new_model

;Change the cvar AdminFlagsReadType to change the way in which admins flags are checked
;
0 means contain the flags from file must be contained in user flags
;1 means equal flags from file must be the same as the user flags.

;
Examplein the file we have the flags abc and a user with flags abcdefghijklmnopqrstu 
;If the cvar value is 0he will get the modelbecause abc is contained in abcdefghijklmnopqrstu
;If the cvar value is 1he won't get the model, because abc is not equal to abcdefghijklmnopqrstu

;You can also make any combination you want between flags, by adding a +
;Example: TEAM_CT+Flag_abc -> only admins with flag "abc" that are CT will get the modification

;Priority of plags:
;If the current player has a custom config this will be taken into account, no matter other settings(firstly steam, after that acces flags are checked)
;If the current player doesn'
t has a custom config then check the team configthis will be taken into accountno matter the global config
;If no player no team config the global config will be taken into account.
;If 
no player no team no global config the resources will not be changed for that player.


[
WEAPON MODELS]
;
Change Weapon Models
;You can change weapon models to one player, for one team, for admins or for all players.
;Use 
NULL to ignore a model from the syntaxThis model won't get changed.

;Syntax:
;STEAM_......    v_old_model v_new_model p_new_model w_new_model
;Flag_acces      v_old_model v_new_model p_new_model w_new_model
;TEAM_TERRORIST  v_old_model v_new_model p_new_model w_new_model
;TEAM_CT           v_old_model v_new_model p_new_model w_new_model
;ALL v_old_model v_new_model p_new_model w_new_model

;Example1: 
;ALL models/v_ak47.mdl models/v_m4a1.mdl models/p_m4a1.mdl NULL
;ALL means that everyone gets this modification
;models/v_ak47.mdl is the weapon you want to replace, specified by v_ model. If you would replace galil models, then it will be models/v_galil.mdl
;models/v_m4a1.mdl is the model which will replace models/v_ak47.mdl
;models/p_m4a1i.mdl is the model which will replace models/p_ak47.mdl
;NULL: this means that w_ak47.mdl won'
t be replaced.

;
Example2Flag_abcdefghijklmnopqrstu models/v_m4a1.mdl models/v_ak47.mdl models/p_ak47.mdl models/w_ak47.mdl
;Flag_abcdefghijklmnopqrstu means that only admins with "abcdefghijklmnopqrstu" will get the model.
;
This will replace all m4a1 models with ak47 ones.

;
Add your models below:




[
PLAYER MODELS]
;
Change Player Models
;You can add models for one player, for a team, for admins, for all players or to replace a specific model.
;Do 
not include models/ or .mdl in the path!
           
;
Syntax:
;
STEAM_......   model
;Flag             model
;TEAM_TERRORIST model
;TEAM_CT         model
;OldModel        model
;ALL             model

;Example1
;
TEAM_CT antifurien
;TEAM_CT means that only CT team will get the model
;antifurien this is the model that everyone from CT team will get


;Example2guerilla antifurien
;guerilla is the old model that will be replaced
;antifurien is the model that will replace "guerilla" model

;Add your models below:




[
SOUND SECTION]
;
Change Sounds
;You can replace a sound with a new one.
;
Only .wav files are allowed, .no mp3 files.
;
You MUST include soundin the path.
;For 
weaponsyou can only change knife sound.

;
Syntax:
;
old_sound new_sound

;Example:
;
sound/weapons/knife_hitwall1.wav  sound/weapons/m4a1_deploy.wav
;This will replace sound/weapons/knife_hitwall1.wav with sound/weapons/m4a1_deploy.wav

;Add your sounds below:




[
SPRITE SECTION]
;
Change Sprites
;This works pretty much as sprite replacement from complete replacement mode
;It does not increase precache list. The advantage is that you are not limited by path size, as in entities_resources_comp_replace

;Syntax:
;
old_sprite new_sprite

;Example:
;
sprites/fexplo.spr sprites/explo1.spr
;This will change the he grenade explosion sprite to explo1.spr

;Add your sprites below:

sprites/muzzleflash1.spr sprites/mf1.spr
sprites
/muzzleflash2.spr sprites/mf2.spr
sprites
/muzzleflash3.spr sprites/mf3.spr
sprites
/muzzleflash4.spr sprites/mf4.spr 

Comp:

PHP Code:
;This file allow you to permanently replace resources.
;For 
dynamic configuration use entities_resources_dyn_replace file and set err_replace_type cvar to 2 or 3.
;This does not increase precache list.

;
Your path size must be lower or equal to the original oneRename the models if needed.
;
Examplemodels/some_model_name.mdl models/some_other_model_name.mdl is invalid because second path is longer than first path.

;
MODELS:
;
old_model new_model
;You must include modelin path.

;
Example:
;
This will change all ak47 models to m4a1 onesThis models paths has the same sizeso it's fine.
;models/v_ak47.mdl models/v_m4a1.mdl
;models/p_ak47.mdl models/p_m4a1.mdl
;models/w_ak47.mdl models/w_m4a1.mdl

;SOUNDS:
;old_sound new_sound
;You must include sound/ in path.
;Only wav files are allowed, no mp3 files.
;For weapons, you can only change knife sound.

;Example:
;This will change the sound emitted when you hit a wall with the knife.
;sound/weapons/knife_hitwall1.wav sound/weapons/ak47-2.wav.

;SPRITES:
;old_sprite new_sprite
;You must include sprites/ in path.

;Example:
;This will change he grenade explode sprite.
;sprites/fexplo.spr sprites/explo2.spr

;Add your custom resources here:

sprites/muzzleflash1.spr sprites/mf1.spr
sprites/muzzleflash2.spr sprites/mf2.spr
sprites/muzzleflash3.spr sprites/mf3.spr
sprites/muzzleflash4.spr sprites/mf4.spr 

Last edited by PowereXe; 06-02-2017 at 09:49.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 06-07-2017 , 10:40   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #218

Quote:
Originally Posted by RAW_192 View Post
Edited? nah this is the original one only.. From amx error logs
Can you show your config file and also explain when this error appears and what it happens(for example models are not applied etc) ? I never got something like that.

Quote:
[entities_resources_replacement.amxx] Something went wrong while getting information about next version
I'll probably just remove the changelog and the update notification. The host changed some things and the website is no longer active, so the plugin can't retrieve any data. Should not affect anything, tho.

Sprites that are client-side can't be replaced. Idk if muzzleflash1 is one of them. Probably can't be changed with the method that this plugin is using.

I have a beta version that should fix two bugs that exists since the first version, which really prevents this plugin for working as it should. They appear in pretty complex scenarios, so probably not many people got them.
I would publish it, but right now I have implemented the fix only for weapon models, it needs to be done for the other resources too, but I'm busy and I kinda lost interest in dealing with that code. At some point I'll finish it and update, hopefully.
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Last edited by HamletEagle; 06-07-2017 at 10:42.
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Ramexanloo
Junior Member
Join Date: Jun 2017
Location: Iran, for now.
Old 06-09-2017 , 17:08   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #219

Hi man, as I mentiond before your plugin is great. I just have a little issue that when I try to mapchange, it takes up to 30 seconds to change the map, I have disabled my plugins one by one and I belive that this plugin is causing the delay. Is there something wrong with plugin or I just lack resources? (RAM, CPU, etc)
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 06-10-2017 , 03:27   Re: Entity Resources Replacement[ V 1.4 ]
Reply With Quote #220

Quote:
Originally Posted by Ramexanloo View Post
Hi man, as I mentiond before your plugin is great. I just have a little issue that when I try to mapchange, it takes up to 30 seconds to change the map, I have disabled my plugins one by one and I belive that this plugin is causing the delay. Is there something wrong with plugin or I just lack resources? (RAM, CPU, etc)
So without this plugin map is changed faster?
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