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[CS:GO] Hide new arms?


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TheWho
AlliedModders Donor
Join Date: Jul 2012
Old 11-30-2016 , 23:36   Re: [CS:GO] Hide new arms?
Reply With Quote #21

No problems when:
Setting default model then changing to custom arms.

This doesn't work:
Setting default model then changing to custom arms then changing to custom model.
In this case the arms will overlap again.

nvm, you snippet works without overlapping

Important note:
You have to have a game_player_equip with atleast one weapon eg.: weapon_knife to make it work.
That's why franc thought he fixed it, in some map this entity isn't implemented.
We have two options, whether to spawn the player a weapon and remove it or loop for game_player_equip and remove the ent and recreate it with a weapon.

And I'm not using a timer, I use 20 delayed frames.
Shout out to KissLick's stock:
PHP Code:
stock RequestFrame2(RequestFrameCallback:funcframesAhead 1any:data 0)
{
    if (
framesAhead 1)
        return;

    if (
framesAhead == 1) {
        
RequestFrame(funcdata);
    } else {
        new 
Handle:pack CreateDataPack();
#if SOURCEMOD_V_MAJOR >= 1 && SOURCEMOD_V_MINOR >= 7
        
WritePackFunction(packfunc);
#else
        
WritePackCell(packfunc);
#endif
        
WritePackCell(packframesAhead);
        
WritePackCell(packdata);

        
RequestFrame(RequestFrame2_CallBackpack);
    }
}

public 
RequestFrame2_CallBack(any:pack)
{
    
ResetPack(Handle:pack);
#if SOURCEMOD_V_MAJOR >= 1 && SOURCEMOD_V_MINOR >= 7
    
new RequestFrameCallback:func RequestFrameCallback:ReadPackFunction(Handle:pack);
#else
    
new RequestFrameCallback:func RequestFrameCallback:ReadPackCell(Handle:pack);
#endif
    
new framesAhead ReadPackCell(Handle:pack) - 1;
    new 
data ReadPackCell(Handle:pack);
    
CloseHandle(Handle:pack);

    
RequestFrame2(funcframesAheaddata);


Last edited by TheWho; 12-01-2016 at 01:37.
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Divin12
Senior Member
Join Date: Nov 2011
Old 12-01-2016 , 02:54   Re: [CS:GO] Hide new arms?
Reply With Quote #22

Where we can find the now gloves .mdl files?
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TheWho
AlliedModders Donor
Join Date: Jul 2012
Old 12-01-2016 , 09:06   Re: [CS:GO] Hide new arms?
Reply With Quote #23

Code:
 378: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_bloodhound/v_glove_bloodhound.mdl
 379: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_sporty/v_glove_bloodhound_icon.mdl
 380: Flags:0x00020005 RefCount: 1 models/weapons/w_models/arms/w_glove_bloodhound.mdl
 381: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_fingerless/v_glove_fingerless.mdl
 382: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_fingerless/v_glove_fingerless_icon.mdl
 383: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_hardknuckle/v_glove_ct_hardknuckle_icon.mdl
 384: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_sporty/v_glove_sporty.mdl
 385: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_sporty/v_glove_sporty_icon.mdl
 386: Flags:0x00020005 RefCount: 1 models/weapons/w_models/arms/w_glove_sporty.mdl
 387: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_slick/v_glove_slick.mdl
 388: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_slick/v_glove_slick_icon.mdl
 389: Flags:0x00020005 RefCount: 1 models/weapons/w_models/arms/w_glove_slick.mdl
 390: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_handwrap_leathery/v_glove_handwrap_leathery.mdl
 391: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_handwrap_leathery/glove_handwrap_leathery_icon.mdl
 392: Flags:0x00020005 RefCount: 1 models/weapons/w_models/arms/w_glove_handwrap_leathery.mdl
 393: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_motorcycle/v_glove_motorcycle.mdl
 394: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_motorcycle/v_glove_motorcycle_icon.mdl
 395: Flags:0x00020005 RefCount: 1 models/weapons/w_models/arms/w_glove_motorcycle.mdl
 396: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_specialist/v_glove_specialist.mdl
 397: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_specialist/v_glove_specialist_icon.mdl
 398: Flags:0x00020005 RefCount: 1 models/weapons/w_models/arms/w_glove_specialist.mdl
 879: Flags:0x00020005 RefCount: 1 models/weapons/v_models/arms/glove_hardknuckle/v_glove_hardknuckle_black.mdl

Last edited by TheWho; 12-01-2016 at 09:07.
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Mitchell
~lick~
Join Date: Mar 2010
Old 12-01-2016 , 09:09   Re: [CS:GO] Hide new arms?
Reply With Quote #24

Spoiler

Use these at your own risk. There's no confirmation that valve hasn't black listed specifically these models from being set from the armmodels netprop.
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TheWho
AlliedModders Donor
Join Date: Jul 2012
Old 12-01-2016 , 09:41   Re: [CS:GO] Hide new arms?
Reply With Quote #25

I say they haven't blacklisted them from being set in m_szArmsModel, they simply made them not work with this, they just show a black model. You would need to change the predicted viewmodel or create a CEconWearable.
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Mitchell
~lick~
Join Date: Mar 2010
Old 12-01-2016 , 09:57   Re: [CS:GO] Hide new arms?
Reply With Quote #26

Quote:
Originally Posted by TheWho View Post
I say they haven't blacklisted them from being set in m_szArmsModel, they simply made them not work with this, they just show a black model. You would need to change the predicted viewmodel or create a CEconWearable.
You can also parent the arms as a prop_dynamic to the client's predict_view model, it should bonemerge. I do something similar with one of my custom gamemodes.
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Franc1sco
Veteran Member
Join Date: Oct 2010
Location: Spain (Madrid)
Old 12-01-2016 , 10:08   Re: [CS:GO] Hide new arms?
Reply With Quote #27

Quote:
Originally Posted by Mitchell View Post
You can also parent the arms as a prop_dynamic to the client's predict_view model, it should bonemerge. I do something similar with one of my custom gamemodes.
You can paste some code? I want to fix my arms plugins but I dont have time for testing it so if you can drop some code would be more easy to fix
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Last edited by Franc1sco; 12-01-2016 at 10:09.
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TheWho
AlliedModders Donor
Join Date: Jul 2012
Old 12-01-2016 , 10:33   Re: [CS:GO] Hide new arms?
Reply With Quote #28

Hit me if I'm wrong but setting EF_NoDraw to m_fEffects at predicted_viewmodel will nodraw all of its childs too.

Btw: Forget that I wrote that the snippet from hlstriker works, when you spectate somebody you will sometimes still see both arms. (mostly all the time, except the player survived the last round)
I completely disabled arms from my servers after this 16 hour session and came to the conclusion,
that this could't be another unintentional bug from valve like the last time with the crouch/jump bug,
if not then they planned this and don't want us to use custom arms because obv they want to sell their own stuff.

Last edited by TheWho; 12-01-2016 at 10:39.
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Mitchell
~lick~
Join Date: Mar 2010
Old 12-01-2016 , 10:37   Re: [CS:GO] Hide new arms?
Reply With Quote #29

Quote:
Originally Posted by Franc1sco View Post
You can paste some code? I want to fix my arms plugins but I dont have time for testing it so if you can drop some code would be more easy to fix
I've went ahead and made an quick API plugin, feel free to rip the code out of there.
https://github.com/MitchDizzle/ViewModelAPI/

Quote:
Originally Posted by TheWho View Post
Hit me if I'm wrong but setting EF_NoDraw to m_fEffects at predicted_viewmodel will nodraw all of its childs too.
I think so, however it would hide the weapon also, you could recreate it as a new predicted viewmodel but the weapon wont have the same skin.
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komashchenko
BANNED
Join Date: Nov 2013
Old 12-01-2016 , 11:57   Re: [CS:GO] Hide new arms?
Reply With Quote #30

I do not know, but it can be useful
CBaseCombatCharacter::EquipWearable(CEconWear able*)
CBaseCombatCharacter::RemoveWearable(CEconWea rable*)

I was able copy the gloves are available in player
and set them at spawn another player
Spoiler

PHP Code:
int entity GetEntPropEnt(iClientProp_Send"m_hMyWearables");
SetEntPropEnt(iClient2Prop_Send"m_hMyWearables"entity); 

But when I tried to create them manually, it did not work
PHP Code:
int entity CreateEntityByName("wearable_item");
DispatchSpawn(entity); 
SetEntProp(entityProp_Send"m_iItemDefinitionIndex"5034);
SetEntProp(entityProp_Send"m_nFallbackPaintKit"10009);
SetEntPropEnt(iClientProp_Send"m_hMyWearables"entity); 
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