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[CSS] Weapon Mod


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iamseph
Junior Member
Join Date: Jan 2011
Old 06-19-2011 , 12:28   Re: [CSS] Weapon Mod
Reply With Quote #81

I see you've added burstfire/autofire rate modifier since I last dropped by. Thanks!
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comred
Junior Member
Join Date: Apr 2011
Old 06-24-2011 , 02:01   Re: [CSS] Weapon Mod
Reply With Quote #82

runspeed will be fixed? or is it impossible?
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 06-25-2011 , 12:37   Re: [CSS] Weapon Mod
Reply With Quote #83

you have to wait for the current css beta to leave beta for run speed to work, assuming there aren't any issues as i doubt anyone has been able to check if it even works.

just a quick note, i noticed a mistake that stopped infiniteammo working for the hegrenade, flashbang and smokegrenade. i've fixed the issue though i haven't mentioned it on the first page or changed the plugin version number.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 08-30-2011 , 16:49   Re: [CSS] Weapon Mod
Reply With Quote #84

blodia what you think ? [EXTENSION ALL] CTX editor (For anything/everything)
But he keep updated from here https://bitbucket.org/aws/ctx
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 09-01-2011 , 16:51   Re: [CSS] Weapon Mod
Reply With Quote #85

i don't have time to try it but it's similar to what i would have done if i knew enough c++ to code extensions. i remember looking through the sdk and thinking if i could hook the functions that read from the ctx files i could pass whatever values i wanted. instead i resort to hacky methods through scripting lol.
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Fearts
ferts of daeth
Join Date: Oct 2008
Old 09-18-2011 , 12:19   Re: [CSS] Weapon Mod
Reply With Quote #86

Could you add a option to change the glock back to autofire in burst mode?
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blodia
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Join Date: Sep 2009
Location: UK
Old 09-19-2011 , 18:50   Re: [CSS] Weapon Mod
Reply With Quote #87

i wanted to give less popular weapon groups a specific feature to make them more interesting. i don't really want to make features for specific weapons.

i noticed css was updated and did a quick test, it seems as though you can lower each weapons run speed but not increase it. i'll try pming a hpe dev to see if anything can be done.
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steelmoon32
Junior Member
Join Date: May 2011
Old 10-04-2011 , 06:29   Re: [CSS] Weapon Mod
Reply With Quote #88

Is it possible for you to add a feature to modify the burst delay, ie. the delay after each burst, so for the famas, you can shoot a 3-burst each time you click the mouse rather than burst, wait for delay and shoot again?
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 10-05-2011 , 13:07   Re: [CSS] Weapon Mod
Reply With Quote #89

Quote:
Originally Posted by blodia View Post
i don't really want to make features for specific weapons.
you can link the famas/glock burst fire rates with the normal mode fire rate by removing
PHP Code:
if ((StrEqual("glock"WeaponNamefalse)) || (StrEqual("famas"WeaponNamefalse)))
{
    if ((
GetEntProp(WeaponIndexProp_Send"m_bBurstMode")) && (GetWeaponInfo[AutoMode] != 1)) return;

on line 1419
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steelmoon32
Junior Member
Join Date: May 2011
Old 10-05-2011 , 21:05   Re: [CSS] Weapon Mod
Reply With Quote #90

Quote:
Originally Posted by blodia View Post
you can link the famas/glock burst fire rates with the normal mode fire rate by removing
PHP Code:
if ((StrEqual("glock"WeaponNamefalse)) || (StrEqual("famas"WeaponNamefalse)))
{
    if ((
GetEntProp(WeaponIndexProp_Send"m_bBurstMode")) && (GetWeaponInfo[AutoMode] != 1)) return;

on line 1419
It's not that. What I mean is the short 1 second delay after each burst, can it be removed or shortened? ie. to make it similar to BF:BC2 M16A2, the 3 burst has a very short delay between each mouse click where as in CS:S, for the famas, you change to burst, shoot 3, then wait about 1 second before you can shoot another 3.
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