|
Senior Member
|

07-04-2018
, 19:32
Re: Set equiped weapon glow
|
#13
|
Ok I got it.
In zp file use this stock:
PHP Code:
// Set Weapon Model on Entity stock fm_set_weaponmodel_ent(id, red = -1, green = -1, blue = -1) // Thanks MeRcyLeZZ for the stock! { static model[128]; entity_get_string(id, EV_SZ_weaponmodel, model, charsmax(model)); if(!pev_valid(g_ent_weaponmodel[id])) { g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")); if(!pev_valid(g_ent_weaponmodel[id])) return; entity_set_string(g_ent_weaponmodel[id], EV_SZ_classname, "weapon_model"); entity_set_int(g_ent_weaponmodel[id], EV_INT_movetype, MOVETYPE_FOLLOW); entity_set_edict(g_ent_weaponmodel[id], EV_ENT_aiment, id); entity_set_edict(g_ent_weaponmodel[id], EV_ENT_owner, id); if(red != -1 || green != -1 || blue != -1) set_rendering(g_ent_weaponmodel[id], kRenderFxGlowShell, red, green, blue, kRenderNormal, 16); } engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model); }
And replace_weapon_models will be like this:
PHP Code:
// Set Custom Weapon Models replace_weapon_models(id, weaponid) { switch (weaponid) { case CSW_KNIFE: // Custom knife models { if (g_zombie[id]) { if (g_nemesis[id]) // Nemesis { set_pev(id, pev_viewmodel2, model_vknife_nemesis) set_pev(id, pev_weaponmodel2, "") } else // Zombies { // Admin knife models? if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]) { set_pev(id, pev_viewmodel2, model_vknife_admin_zombie) set_pev(id, pev_weaponmodel2, "") } else { static clawmodel[100] ArrayGetString(g_zclass_clawmodel, g_zombieclass[id], clawmodel, charsmax(clawmodel)) format(clawmodel, charsmax(clawmodel), "models/zombie_plague/%s", clawmodel) set_pev(id, pev_viewmodel2, clawmodel) set_pev(id, pev_weaponmodel2, "") } } } else // Humans { // Admin knife models? if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS]) { set_pev(id, pev_viewmodel2, model_vknife_admin_human) set_pev(id, pev_weaponmodel2, "models/p_knife.mdl") } else { set_pev(id, pev_viewmodel2, model_vknife_human) set_pev(id, pev_weaponmodel2, model_pknife_human) } } } case CSW_HEGRENADE: // Infection bomb or fire grenade { if (g_zombie[id]) set_pev(id, pev_viewmodel2, model_grenade_infect) else set_pev(id, pev_viewmodel2, model_grenade_fire) } case CSW_FLASHBANG: // Frost grenade { set_pev(id, pev_viewmodel2, model_grenade_frost) } case CSW_SMOKEGRENADE: // Flare grenade { set_pev(id, pev_viewmodel2, model_grenade_flare) } } // WEAPONS GLOW, ALL EXCEPT KNIFE, HE GRENADE, CSW FLASHBANG AND SMOKEGRENADE if (weaponid != CSW_KNIFE && weaponid != CSW_HEGRENADE && weaponid != CSW_FLASHBANG && weaponid != CSW_SMOKEGRENADE) { fm_remove_model_ents(id) fm_set_weaponmodel_ent(id, 250,15,15) } else { fm_remove_model_ents(id) fm_set_weaponmodel_ent(id, 0, 0,0) } }
It's working fine, all weapons except knife, he grenade... have a red glow now.
I suggest to use a set_task of 0.1 seconds in the fm_set to get working custom models.
Last edited by esenrik; 07-04-2018 at 22:21.
|
|