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[ReAPI] CSO Weapons


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Plugin Info:     Modification:   Counter-Strike        Category:   Gameplay       
NightFury
Junior Member
Join Date: Feb 2019
Old 06-05-2019 , 16:26   [ReAPI] CSO Weapons
Reply With Quote #1

requires reapi
this is my last work on amxmodx (I went to another project)
here are 3 weapons the most similar to CSO
there is a realization of smoke from the shot
maybe my job will help someone

list of weapons:
M1911 A1
Winchester M1887 Maverick
Lightning Rail
Attached Files
File Type: 7z weapon_m1887craft.7z (1.24 MB, 553 views)
File Type: 7z weapon_m1911a1.7z (1.38 MB, 413 views)
File Type: 7z weapon_sfsniperm.7z (1.06 MB, 662 views)
File Type: inc weapons.inc (8.9 KB, 489 views)
File Type: inc weapons_const.inc (4.6 KB, 418 views)
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thEsp
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Join Date: Aug 2017
Old 06-05-2019 , 18:21   Re: [ReAPI] CSO Weapons
Reply With Quote #2

Hi,
This looks great, would be nice if you added two-bullets shot mode (using +attack2). Kinda like the Shotgun from Half Life is. (For m1887c)

You could call Ham_Weapon_SecondaryAttack manually via Ham_Item_PostFrame since deagle does not have a secondary attack.

Last edited by thEsp; 06-05-2019 at 18:25.
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NightFury
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Join Date: Feb 2019
Old 06-06-2019 , 02:15   Re: [ReAPI] CSO Weapons
Reply With Quote #3

Quote:
Originally Posted by thEsp View Post
Hi,
This looks great, would be nice if you added two-bullets shot mode (using +attack2). Kinda like the Shotgun from Half Life is. (For m1887c)

You could call Ham_Weapon_SecondaryAttack manually via Ham_Item_PostFrame since deagle does not have a secondary attack.
Using a postframe for a secondary shot is a big price pay. better to take a usp or glock
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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 06-07-2019 , 20:25   Re: [ReAPI] CSO Weapons
Reply With Quote #4

Counter-Strike perform weapons secondary attack inside postframe, so I don't think you'll "pay" something if you do that.
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Last edited by CrazY.; 06-07-2019 at 20:26.
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NightFury
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Join Date: Feb 2019
Old 06-14-2019 , 04:48   Re: [ReAPI] CSO Weapons
Reply With Quote #5

Postframe , c++ vs pawn ?
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thEsp
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Old 06-14-2019 , 04:59   Re: [ReAPI] CSO Weapons
Reply With Quote #6

Then do it on FM_CmdStart via fakemeta, if this is the last option.
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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 06-14-2019 , 06:27   Re: [ReAPI] CSO Weapons
Reply With Quote #7

If developers couldn't use It why would amxx dev add It? You're talking like postframe would detroy a server. As long the code is optimized there's no problem in using It.

Besides, there's already a member in ReAPI that adds secondary attack to weapons.
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Last edited by CrazY.; 06-14-2019 at 06:33.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 06-14-2019 , 06:55   Re: [ReAPI] CSO Weapons
Reply With Quote #8

Quote:
Originally Posted by thEsp View Post
Then do it on FM_CmdStart via fakemeta, if this is the last option.
It's still a per frame forward. Anyway, PostFrame won't cause anything to explode.
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thEsp
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Old 06-14-2019 , 07:06   Re: [ReAPI] CSO Weapons
Reply With Quote #9

Hamlet that is done on fakemeta's module right? That's why I said that as he compared C with Pawn.
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NightFury
Junior Member
Join Date: Feb 2019
Old 06-15-2019 , 18:33   Re: [ReAPI] CSO Weapons
Reply With Quote #10

If the guns will be 50 with postframe, it will make itself felt. Me secondary was not need, whom need to add themselves. Postframe against I have nothing, my personal opinion is to take the finished version and not implemented in pawn
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