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Module: Half-Life Weapon Mod (v0.8)


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DarthMan
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Join Date: Aug 2011
Old 05-16-2018 , 17:56   Re: Module: Half-Life Weapon Mod (v0.8)
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Quote:
Originally Posted by GordonFreeman (RU) View Post


Half-Life Weapon Mod [AGHL.ru link]

Author: KORD_12.7
Version: 0.8


Description:
With this module you can write some plugins, that add new types of weapon and ammo to Half-Life.
Create new weapon by your self. You need only a basic knowledge of the AMXX scripting. Its easy.

Supporeted mods:
Weapons Limit:
  • Default: 17
  • With default weapons replacing: 31

Credits:
AMXX Dev Team - for great scripting engine.
Arkshine - for support and helping .
6a6kin - for AntiJos module source code.
GordonFreeman - for help with testing.
Koshak - for support and testing.
Lev - for constant support.
noo00oob - idea.
Valve - for awesome game Half-Life and SDK.

Changelog:
Changelog
Source Code link dead. Can you re-upload?
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KORD_12.7
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Join Date: Aug 2009
Location: Russia, Vladivostok
Old 07-19-2018 , 09:12   Re: Module: Half-Life Weapon Mod (v0.8)
Reply With Quote #2

Source code link is alive again.
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gabuch2
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Join Date: Mar 2011
Location: Chile
Old 04-12-2019 , 14:47   Re: Module: Half-Life Weapon Mod (v0.8)
Reply With Quote #3

How can I know if a playet is currently holding a custom weapon?

Context: I need to do stuff in AddToFullPack if the target player has this weapon drawn.

EDIT: Fixed it by turning the weapon index to a global and then using get_user_weapon()
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Last edited by gabuch2; 04-12-2019 at 23:53.
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gabuch2
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Join Date: Mar 2011
Location: Chile
Old 04-12-2019 , 23:57   Re: Module: Half-Life Weapon Mod (v0.8)
Reply With Quote #4

Another question.

I have this "weapon" that allows you to make a sound on Fwd_Wpn_PrimaryAttack. How can I add a delay?

Code:
public box_speech(const iItem, const iPlayer) {     switch (random_num(0, 5))     {         case 0: emit_sound(iPlayer, CHAN_WEAPON, SOUND_PHIL_1, 1.0, ATTN_NORM, 0, PITCH_NORM);         case 1: emit_sound(iPlayer, CHAN_WEAPON, SOUND_PHIL_2, 1.0, ATTN_NORM, 0, PITCH_NORM);         case 2: emit_sound(iPlayer, CHAN_WEAPON, SOUND_PHIL_3, 1.0, ATTN_NORM, 0, PITCH_NORM);         case 3: emit_sound(iPlayer, CHAN_WEAPON, SOUND_PHIL_4, 1.0, ATTN_NORM, 0, PITCH_NORM);         case 4: emit_sound(iPlayer, CHAN_WEAPON, SOUND_PHIL_5, 1.0, ATTN_NORM, 0, PITCH_NORM);         case 5: emit_sound(iPlayer, CHAN_WEAPON, SOUND_PHIL_6, 1.0, ATTN_NORM, 0, PITCH_NORM);     } }

I know I can do it with task and typical AMXX stuff, but I'm wondering if there's a more elegant method within Weaponmod.
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rtxa
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Join Date: Mar 2018
Location: Argentina
Old 05-03-2020 , 12:49   Re: Module: Half-Life Weapon Mod (v0.8)
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Hi, can someone fix the signatures for HL in the latest HLDS build for windows? Valve has added m_flLastYawTime in CBaseMonster, breaking most of plugins. I tried to find the signatures following that tutorial but I didn't have success.
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Last edited by rtxa; 05-03-2020 at 12:52.
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Old 02-09-2021, 12:28
OneEyedJacks
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Old 02-11-2021, 16:01
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s4mor4i
New Member
Join Date: Nov 2023
Old 12-01-2023 , 05:29   Re: Module: Half-Life Weapon Mod (v0.8)
Reply With Quote #8

great work, I really admire your work. can I somehow add the new guns to a gungame mode ?
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s4mor4i
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Join Date: Nov 2023
Old 12-02-2023 , 05:57   Re: Module: Half-Life Weapon Mod (v0.8)
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Oh and one more thing. the crosshair doesn't show up for the new guns. any idea why?

Last edited by s4mor4i; 12-02-2023 at 05:58.
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Weasel
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Join Date: Apr 2004
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Old 06-07-2024 , 14:17   Re: Module: Half-Life Weapon Mod (v0.8)
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Am I correct that the "WeaponMod" system no longer works with normal HLDS delivered via Steam?

I've seen that there are other versions out there on RU forums, but they require ReHLDS.
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