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[CSS] Weapon Mod


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FreedomHouseMD
New Member
Join Date: Feb 2012
Old 03-04-2012 , 16:51   Re: [CSS] Weapon Mod
Reply With Quote #121

Hey, blodia Please, can you add a new setting for this mod... Ammo clip I very love your plugin, and I use it. I have Zriot server, and my M249 have very big firerate and ammo clip very fast end.. this is bad))) Before CS:S v64 I used something like your plugin. I edit weapon configuration with script's help. There I can before edit any settings (runspeed, firerate, recoil, dmg, ammo clip). Now, after CS:S update this is don't work and I find your plugin. Plz add ammo clip)))
Sorry for baaad eng ;P
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 03-05-2012 , 05:37   Re: [CSS] Weapon Mod
Reply With Quote #122

@FreedomHouseMD
You can set infinite ammo.


Or do this old way, editing weapons file from server.
Here m249 file with 1000 bullets in mag, move ...css/cstrike/scripts and reboot server.
Notice, hud have limited show ammo correctly, still have bullets.

*edit
secondary ammo server cvar
ammo_556mm_box_max 1000
Attached Files
File Type: txt weapon_m249.txt (2.3 KB, 249 views)

Last edited by Bacardi; 03-05-2012 at 05:41.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 03-08-2012 , 14:49   Re: [CSS] Weapon Mod
Reply With Quote #123

i was going to add an ammo clip feature but i couldn't find anyway to adjust the shotgun ammo since they reload 1 shell at a time. i scrapped the idea as i would want all weapons to have that feature.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 03-25-2012 , 17:19   Re: [CSS] Weapon Mod
Reply With Quote #124

i'm making some changes to this plugin and would like some feedback.

i'm going to combine the chest and stomach damage attributes into 1 called torso, also going to combine the leg and arm damage into one called limb.

i'm also going to change some "multipliers" to "values", specifically for firerate, modefirerate and runspeed. this way you can have more control, remember though you can only lower runspeed (lower than default) until its fixed.

if enough people don't want certain things changed then i'll leave them as they are.

i'm switching from tries to keyvalues and i'm going to provide a cfg file which can be used to edit the default settings. i'm also going to add some more attributes, the only one i'll tell you is "ragdollforce" which is from one of my other plugins which i'm combining with this one. these changes i'm making regardless.
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kamild1996
Senior Member
Join Date: May 2011
Old 03-31-2012 , 07:40   Re: [CSS] Weapon Mod
Reply With Quote #125

This plugin is not detecting SDKHooks (or I have just installed it wrong, but there's no instructions for it -.-)
Quote:
L 03/31/2012 - 1371: [SM] Unable to load plugin "weaponmod.smx": Required ex
tension "sdkhooks" file("sdkhooks.ext") not running
Using Windows SRCDS.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 03-31-2012 , 08:50   Re: [CSS] Weapon Mod
Reply With Quote #126

if you upgraded sdkhooks from an older version you have you make sure you removed the older files.
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ulx
SourceMod Donor
Join Date: Sep 2006
Old 04-11-2012 , 15:53   Re: [CSS] Weapon Mod
Reply With Quote #127

this plugin works but, unfortunately, it spams the logs with:

Code:
L 04/11/2012 - 18:47:04: SourceMod error session started
L 04/11/2012 - 18:47:04: Info (map "de_rimini") (file "errors_20120411.log")
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
L 04/11/2012 - 18:47:04: [SM] Displaying call stack trace for plugin "weaponmod.smx":
L 04/11/2012 - 18:47:04: [SM] [0] Line 1271, C:\Program Files\Steam\steamapps\neoakuma\source 2007 dedicated server\cstrike\addons\sourcemod\scripting\weaponmod.sp::OnPlayerRunCmd()
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
L 04/11/2012 - 18:47:04: [SM] Displaying call stack trace for plugin "weaponmod.smx":
L 04/11/2012 - 18:47:04: [SM] [0] Line 1330, C:\Program Files\Steam\steamapps\neoakuma\source 2007 dedicated server\cstrike\addons\sourcemod\scripting\weaponmod.sp::OnPreThinkPost()
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
L 04/11/2012 - 18:47:04: [SM] Displaying call stack trace for plugin "weaponmod.smx":
L 04/11/2012 - 18:47:04: [SM] [0] Line 1504, C:\Program Files\Steam\steamapps\neoakuma\source 2007 dedicated server\cstrike\addons\sourcemod\scripting\weaponmod.sp::OnPostThinkPost()
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
L 04/11/2012 - 18:47:04: [SM] Displaying call stack trace for plugin "weaponmod.smx":
L 04/11/2012 - 18:47:04: [SM] [0] Line 1271, C:\Program Files\Steam\steamapps\neoakuma\source 2007 dedicated server\cstrike\addons\sourcemod\scripting\weaponmod.sp::OnPlayerRunCmd()
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
L 04/11/2012 - 18:47:04: [SM] Displaying call stack trace for plugin "weaponmod.smx":
L 04/11/2012 - 18:47:04: [SM] [0] Line 1330, C:\Program Files\Steam\steamapps\neoakuma\source 2007 dedicated server\cstrike\addons\sourcemod\scripting\weaponmod.sp::OnPreThinkPost()
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
L 04/11/2012 - 18:47:04: [SM] Displaying call stack trace for plugin "weaponmod.smx":
L 04/11/2012 - 18:47:04: [SM] [0] Line 1504, C:\Program Files\Steam\steamapps\neoakuma\source 2007 dedicated server\cstrike\addons\sourcemod\scripting\weaponmod.sp::OnPostThinkPost()
L 04/11/2012 - 18:47:04: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2112012289)
any idea?
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 04-12-2012 , 14:51   Re: [CSS] Weapon Mod
Reply With Quote #128

do you get this all the time or only now and then? some users had similar errors i couldn't figure out what was causing it, in my next release which i'm currently working on i'll add a check or something to make sure the index is valid before doing anything with it.
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ulx
SourceMod Donor
Join Date: Sep 2006
Old 04-13-2012 , 02:16   Re: [CSS] Weapon Mod
Reply With Quote #129

nope, its more sporadically than permanent. but the plugin itself is working good.

well, so I'm looking forward to the new version.
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steelmoon32
Junior Member
Join Date: May 2011
Old 05-21-2012 , 09:01   Re: [CSS] Weapon Mod
Reply With Quote #130

Some feedback:

-Somehow make the glock have recoil again? if possible.

-Add a cvar to reduce/increase the delay between burstfire for all weapons including famas default burst delay and glock burst delay (i know ive asked this before but i tried the fix and it doesnt work)

-Add a cvar to adjust burstfire accuracy

-Add a cvar to adjust reload time with the animation still playing? if possible...

-Set weapon minimum/maximum damage and have some sort of decline in between so weapon damage falloff can start at a set distance and end at a set distance.

All ive got for now ive been using this for over a year and a half so yeah i love it.
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