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MonsterMod Models Changer v1.1


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Sam Tsuki
Senior Member
Join Date: Apr 2008
Location: KoKoRo!
Old 07-05-2011 , 10:52   MonsterMod Models Changer v1.1
Reply With Quote #1

::MonsterMod Models Changer::
This plugin changes the models of the monsters from monstermod

::Update::
v1.1:
Now you can use any number of random models
all you have to do is open the .sma file and edit the defines at the top
but remember that each line of the .ini file has to consist of the maximum number of random models plus the original models
so if you want to use 10 random models as maximum then each line has to consist of 11 arguments

::How to Use::
Create a folder in "amxmodx\configs" called "mmmodel"
In this folder add an .ini file with the map name (ex. "de_dust.ini")
In this file add all the custom models you want to use for this map
For example:

"zombie_2"
"zombie_3"
"gargantua_red"

After that add another .ini file in this form "mapname_models.ini" (ex. "de_dust_monster.ini")
In this file you will determine what models to use for each monster
This plugin can use a defined number of custom models for each monster and it chooses randomly from these models
Form:

"original model name" "custom model 1" "custom model 2" "custom model 3" "custom model 4" "custom model 5"

Note:
(Read the v1.1 update for more details)

Examples:

"zombie" "zombie_1" "zombie_2" "zombie_3" "zombie_4" "zombie_5" //This will pick a random model from the 5
"headcrab" "headcrab_1" "headcrab_2" "" "" "" //This will pick a random model from the 2
"gargantua" "gargantua_red" "" "" "" "" //This will only pick that model
Attached Files
File Type: sma Get Plugin or Get Source (mmmodel.sma - 1048 views - 2.6 KB)
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Last edited by Sam Tsuki; 07-15-2011 at 14:58.
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Xalus
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Join Date: Dec 2009
Location: Belgium
Old 07-05-2011 , 13:59   Re: MonsterMod Models Changer
Reply With Quote #2

Nice

PHP Code:
new model1[31]
    new 
model2[31]
    new 
model3[31]
    new 
model4[31]
    new 
model5[31]
    new 
model6[31
->

PHP Code:
new model[6][31// Start with 0

parse(buffmodel[0], 30model[1], 30model[2], 30model[3], 30model[4], 30model[5], 30)

        
format(old_model[models_num], 30"models/%s.mdl"model[0])
        
format(new_model[models_num][0], 30"models/%s.mdl"model[1])
        
        for(new 
26i++) {
            if(!
equal(model[i], "")) {
                
format(new_model[models_num][1], 30"models/%s.mdl"model[i])
                
rmodels_count++
            }
        } 
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Last edited by Xalus; 07-05-2011 at 14:04.
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Sam Tsuki
Senior Member
Join Date: Apr 2008
Location: KoKoRo!
Old 07-05-2011 , 16:13   Re: MonsterMod Models Changer
Reply With Quote #3

Quote:
Originally Posted by Xalus View Post
Nice

PHP Code:
new model1[31]
    new 
model2[31]
    new 
model3[31]
    new 
model4[31]
    new 
model5[31]
    new 
model6[31
->

PHP Code:
new model[6][31// Start with 0

parse(buffmodel[0], 30model[1], 30model[2], 30model[3], 30model[4], 30model[5], 30)

        
format(old_model[models_num], 30"models/%s.mdl"model[0])
        
format(new_model[models_num][0], 30"models/%s.mdl"model[1])
        
        for(new 
26i++) {
            if(!
equal(model[i], "")) {
                
format(new_model[models_num][1], 30"models/%s.mdl"model[i])
                
rmodels_count++
            }
        } 
Yep
I just made this plugin out of boredom
Wasn't actually intending to post it xD
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Sam Tsuki
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Join Date: Apr 2008
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Old 07-06-2011 , 10:48   Re: MonsterMod Models Changer
Reply With Quote #4

Update
v1.1
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Arkshine
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Join Date: Oct 2005
Old 07-06-2011 , 11:37   Re: MonsterMod Models Changer v1.1
Reply With Quote #5

Can you explain why are you using a think forward to change the model ?!
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Sam Tsuki
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Old 07-06-2011 , 11:41   Re: MonsterMod Models Changer v1.1
Reply With Quote #6

Quote:
Originally Posted by Arkshine View Post
Can you explain why are you using a think forward to change the model ?!
I tried ham_spawn and it wouldn't work
You have any better ideas?
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 07-06-2011 , 17:53   Re: MonsterMod Models Changer v1.1
Reply With Quote #7

Quote:
Originally Posted by Sam Tsuki View Post
I tried ham_spawn and it wouldn't work
You have any better ideas?
How about FM_SetModel ?
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Tirant
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Join Date: Jul 2008
Location: Los Angeles, California
Old 07-06-2011 , 20:09   Re: MonsterMod Models Changer v1.1
Reply With Quote #8

Doesn't monster mod just create the individual monster entities, like monster_zombie and stuff? I think you could hook that with Ham_Spawn, or FM_Spawn, you just need to know the entity type that monster mod uses (if it isn't the HL1 ones).
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Sam Tsuki
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Join Date: Apr 2008
Location: KoKoRo!
Old 07-07-2011 , 03:05   Re: MonsterMod Models Changer v1.1
Reply With Quote #9

Quote:
Originally Posted by Tirant View Post
Doesn't monster mod just create the individual monster entities, like monster_zombie and stuff? I think you could hook that with Ham_Spawn, or FM_Spawn, you just need to know the entity type that monster mod uses (if it isn't the HL1 ones).
The entity type of the monsters is func_wall
I already hooked that up with register_think
I tried all the spawn functions and non worked
I think the monsters actually spawn with no model then they get the model after the spawn function ends

Can I detect if an entity's model was changed?
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Xalus
Veteran Member
Join Date: Dec 2009
Location: Belgium
Old 07-07-2011 , 07:27   Re: MonsterMod Models Changer v1.1
Reply With Quote #10

Quote:
Originally Posted by Sam Tsuki View Post
The entity type of the monsters is func_wall
I already hooked that up with register_think
I tried all the spawn functions and non worked
I think the monsters actually spawn with no model then they get the model after the spawn function ends

Can I detect if an entity's model was changed?
Quote:
Originally Posted by Emp` View Post
How about FM_SetModel ?
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