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[CS:GO] Extended Paintball (Gamemode) [1.2.0]


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Mitchell
~lick~
Join Date: Mar 2010
Old 09-27-2016 , 18:08   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #21

Quote:
Originally Posted by Sw33T3R View Post
Players can shoot when defusing bomb.
When player is shooting and change wep to other it will be counted as current wep.
You can add paintball holes in walls ;)
I'll look into the C4 issue, however on just a hunch try adding to the weapon config:
Code:
"weapon_c4"
{
    "enabled"    "0"
}
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Mitchell
~lick~
Join Date: Mar 2010
Old 09-28-2016 , 23:16   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #22

Bigish Update now available through the dev branch, documentation:

PaintBall v1.1.0
New:
• Moved the default properties to the config. (THIS IS CURRENTLY NEEDED AS OF THIS VERSION.)
• Added Bounce property. Paintballs will bounce off the walls until a certain amount then remove (player impacts count as bounces)
• Added Decay property. Paintballs will be deleted after the amount of time (float)
• Added Custom Shoot Sounds. "SOUND_NAME;MIN_PITCH;MAX_PITCH" the sound will choose a random pitch between min and max.
• Added Custom Impact Sounds. (same as the shoot sounds)
• Added Custom Model.

Fixes:
• Added weapon_c4 to the config and naturally disabled.
• Fixed wrong weapon showing up in the kill feed when player switches weapon.

Improvements:
• Removed SDK calls for GetMaxClip

Further testing will be needed to find any bugs within the config & gameplay with the bounce and decay


Last edited by Mitchell; 09-30-2016 at 02:00.
Mitchell is offline
Sw33T3R
AlliedModders Donor
Join Date: Mar 2014
Old 09-29-2016 , 15:08   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #23

Quote:
Originally Posted by Mitchell View Post
Bigish Update now available through the dev branch, documentation:

PaintBall v1.1.0
New:
• Moved the default properties to the config. (THIS IS CURRENTLY NEEDED AS OF THIS VERSION.)
• Added Bounce property. Paintballs will bounce off the walls until a certain amount then remove (player impacts count as bounces)
• Added Decay property. Paintballs will be deleted after the amount of time (float)
• Added Custom Shoot Sounds. "SOUND_NAME;MIN_PITCH;MAX_PITCH" the sound will choose a random pitch between min and max.
• Added Custom Impact Sounds. (same as the shoot sounds)
• Added Custom Model.

Fixes:
• Added weapon_c4 to the config and naturally disabled.
• Fixed wrong weapon showing up in the kill feed when player switches weapon.

Improvements:
• Removed SDK calls for GetMaxClip

Further testing will be needed to find any bugs within the config & gameplay with the bounce and decay

Server crashed when I tried shooting ;-;

Code:
smeta verion
 Metamod:Source Version Information
    Metamod:Source version 1.11.0-dev+998
    Plugin interface version: 15:14
    SourceHook version: 5:5
    Loaded As: Valve Server Plugin
    Compiled on: Sep 18 2015 19:38:18
    Built from: https://github.com/alliedmodders/metamod-source/commit/ebf29da
    Build ID: 998:ebf29da
    http://www.metamodsource.net/
Code:
sm version
 SourceMod Version Information:
    SourceMod Version: 1.7.3-dev+5302
    SourcePawn Engine: SourcePawn 1.7, jit-x86 (build 1.7.3-dev+5302)
    SourcePawn API: v1 = 4, v2 = 6
    Compiled on: Mar 21 2016 12:56:01
    Built from: https://github.com/alliedmodders/sourcemod/commit/617c4fb
    Build ID: 5302:617c4fb
    http://www.sourcemod.net/
Crash log:
Code:
https://crash.limetech.org/3njv2utyy2nf
Sw33T3R is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 09-29-2016 , 15:50   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #24

This is most likely because of an issue with the model being set to the paintball.
Do you have the defaults for weapons in your config?
Edit: it seems I didn't add any contingency for the default model being blank.

Last edited by Mitchell; 09-29-2016 at 15:54.
Mitchell is offline
Sw33T3R
AlliedModders Donor
Join Date: Mar 2014
Old 09-29-2016 , 16:02   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #25

Quote:
Originally Posted by Mitchell View Post
This is most likely because of an issue with the model being set to the paintball.
Do you have the defaults for weapons in your config?
Edit: it seems I didn't add any contingency for the default model being blank.
I downloaded it, and extracted on server
Sw33T3R is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 09-29-2016 , 16:04   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #26

Quote:
Originally Posted by Sw33T3R View Post
I downloaded it, and extracted on server
What does your config look like?
(use spoiler tags)
Edit: mainly looking for this part https://github.com/MitchDizzle/Exten...ons.cfg#L3-L12

Last edited by Mitchell; 09-29-2016 at 16:06.
Mitchell is offline
Sw33T3R
AlliedModders Donor
Join Date: Mar 2014
Old 09-29-2016 , 16:25   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #27

Quote:
Originally Posted by Mitchell View Post
What does your config look like?
(use spoiler tags)
Edit: mainly looking for this part https://github.com/MitchDizzle/Exten...ons.cfg#L3-L12
Code:
"PBWeapons"
{
	"default"
	{
		"shoot1"	"doors/metal_door_full_close_02.wav;120;150"
		"impact1"	"physics/flesh/flesh_squishy_impact_hard1.wav;50;150"
		"impact2"	"physics/flesh/flesh_squishy_impact_hard2.wav;50;150"
		"impact3"	"physics/flesh/flesh_squishy_impact_hard3.wav;50;150"
		"impact4"	"physics/flesh/flesh_squishy_impact_hard4.wav;50;150"
		"model"		"models/props/cs_office/plant01_gib1.mdl"
		"splat2_1"	"materials/decals/decal_paintsplatter002.vmt" //Team 2 splatter
	}
	"weapon_ak47"
	{
		"FullAuto"		"1"
		"Damage"		"36"
		"Bullets"		"1"
		"CycleTime"		"0.1"
	}
	"weapon_aug"
	{
		"FullAuto"		"1"
		"Damage"		"28"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_awp"
	{
		"FullAuto"		"0"
		"Damage"		"115"
		"Bullets"		"1"
		"CycleTime"		"1.455"
	}
	"weapon_bizon"
	{
		"FullAuto"		"1"
		"Damage"		"27"
		"Bullets"		"1"
		"CycleTime"		"0.08"
	}
	"weapon_deagle"
	{
		"FullAuto"		"0"
		"Damage"		"63"
		"Bullets"		"1"
		"CycleTime"		"0.225"
	}
	"weapon_elite"
	{
		"FullAuto"		"0"
		"Damage"		"38"
		"Bullets"		"1"
		"CycleTime"		"0.12"
	}
	"weapon_famas"
	{
		"FullAuto"		"1"
		"Damage"		"30"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_fiveseven"
	{
		"FullAuto"		"0"
		"Damage"		"32"
		"Bullets"		"1"
		"CycleTime"		"0.15"
	}
	"weapon_g3sg1"
	{
		"FullAuto"		"1"
		"Damage"		"80"
		"Bullets"		"1"
		"CycleTime"		"0.25"
	}
	"weapon_galilar"
	{
		"FullAuto"		"1"
		"Damage"		"30"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_glock"
	{
		"FullAuto"		"0"
		"Damage"		"28"
		"Bullets"		"1"
		"CycleTime"		"0.15"
	}
	"weapon_hkp2000"
	{
		"FullAuto"		"0"
		"Damage"		"35"
		"Bullets"		"1"
		"CycleTime"		"0.17"
	}
	"weapon_m249"
	{
		"FullAuto"		"1"
		"Damage"		"32"
		"Bullets"		"1"
		"CycleTime"		"0.08"
	}
	"weapon_m4a1"
	{
		"FullAuto"		"1"
		"Damage"		"33"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_mac10"
	{
		"FullAuto"		"1"
		"Damage"		"29"
		"Bullets"		"1"
		"CycleTime"		"0.075"
	}
	"weapon_mag7"
	{
		"FullAuto"		"1"
		"Damage"		"30"
		"Bullets"		"8"
		"CycleTime"		"0.85"
	}
	"weapon_mp7"
	{
		"FullAuto"		"1"
		"Damage"		"29"
		"Bullets"		"1"
		"CycleTime"		"0.08"
	}
	"weapon_mp9"
	{
		"FullAuto"		"1"
		"Damage"		"26"
		"Bullets"		"1"
		"CycleTime"		"0.07"
	}
	"weapon_negev"
	{
		"FullAuto"		"1"
		"Damage"		"35"
		"Bullets"		"1"
		"CycleTime"		"0.06"
	}
	"weapon_nova"
	{
		"FullAuto"		"1"
		"Damage"		"26"
		"Bullets"		"9"
		"CycleTime"		"0.88"
	}
	"weapon_p250"
	{
		"FullAuto"		"0"
		"Damage"		"35"
		"Bullets"		"1"
		"CycleTime"		"0.15"
	}
	"weapon_p90"
	{
		"FullAuto"		"1"
		"Damage"		"26"
		"Bullets"		"1"
		"CycleTime"		"0.07"
	}
	"weapon_rifle"
	{
		"FullAuto"		"1"
		"Damage"		"30"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_sawedoff"
	{
		"FullAuto"		"0"
		"Damage"		"32"
		"Bullets"		"8"
		"CycleTime"		"0.85"
	}
	"weapon_scar20"
	{
		"FullAuto"		"1"
		"Damage"		"80"
		"Bullets"		"1"
		"CycleTime"		"0.25"
	}
	"weapon_sg556"
	{
		"FullAuto"		"1"
		"Damage"		"30"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_ssg08"
	{
		"FullAuto"		"0"
		"Damage"		"88"
		"Bullets"		"1"
		"CycleTime"		"1.25"
	}
	"weapon_tec9"
	{
		"FullAuto"		"0"
		"Damage"		"33"
		"Bullets"		"1"
		"CycleTime"		"0.12"
	}
	"weapon_ump45"
	{
		"FullAuto"		"1"
		"Damage"		"35"
		"Bullets"		"1"
		"CycleTime"		"0.09"
	}
	"weapon_xm1014"
	{
		"FullAuto"		"1"
		"Damage"		"20"
		"Bullets"		"6"
		"CycleTime"		"0.35"
	}
	"weapon_knife"
	{
		"enabled"	"0" //How would this shoot paintballs.
	}
	"weapon_c4"
	{
		"enabled"	"0" //How would this shoot paintballs.
	}
//No weapon_* script files for these weapons.
	"weapon_m4a1_silencer" //60
	{
		"FullAuto"		"1"
		"Damage"	"28"
		"CycleTime"		"0.15"
	}
	"weapon_usp_silencer" //61
	{
		"FullAuto"		"0"
		"Damage"	"35"
		"CycleTime"		"0.17"
	}
	"weapon_cz75a" //63
	{
		"FullAuto"			"1"
		"Damage"		"33"
		"CycleTime"			"0.1"
	}
	"weapon_revolver" //64
	{
		"enabled"	"0" //How would this shoot a paintball
	}
}
Sw33T3R is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 09-29-2016 , 16:55   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #28

I'll look into more when I get home, I might have just look over something during testing.
Edit: ugh alliedmodders went down as soon as I posted my edit..

I've pushed some more changes that fixes the precaching errors that were crashing the server.
I've also went ahead and added a check for defusing and rescuing the hostages.

Later tonight I plan to enhance the way the sounds at stored within the arrays.
And also I need to fix the convars so they are more of an override (which has a "I don't care" feature) which will prevent the convars from disabling a weapon property that an operator might want to use.

Last edited by Mitchell; 09-29-2016 at 19:11.
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Mitchell
~lick~
Join Date: Mar 2010
Old 09-30-2016 , 02:07   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #29

PaintBall v1.1.1
New:
• Added "nodrop" to the weapon properties (via the config) which can be configured to prevent the bullets from dropping while travelling.

Bug Fixes:
• Added checks for defusing and hostage rescuing to prevent firing.
• Fixed precaching errors which would crash the server, custom models will not be added to the DownloadTable however (use an external plugin for this).

Improvements:
• Sounds will now be added to an ArrayList which should remove any repetitive strings that were formerly within multiple arrays
• The Convars will now act as overrides to all weapons properties, this allows maps to be created which can change the way weapons act.

Further testing will be needed before merging with master


Last edited by Mitchell; 09-30-2016 at 02:07. Reason: sorry for the double post, this is an used for changelogs
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8guawong
AlliedModders Donor
Join Date: Dec 2013
Location: BlackMarke7
Old 09-30-2016 , 03:34   Re: [CS:GO] Extended Paintball (Gamemode) [1.0.1]
Reply With Quote #30

with all these updates to the weapon sound this mod is perfect!

joking aside, i can't seem to understand the concept/fun of this mod

could some1 please tell me

ps. i'm not bad mouthing about this mod
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Last edited by 8guawong; 09-30-2016 at 03:36.
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