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Back Weapons v1.87


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Niak
SourceMod Donor
Join Date: Mar 2011
Location: France
Old 05-15-2013 , 06:31   Re: Back Weapons v1.87
Reply With Quote #541

Yes, me too same errors.
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Last edited by Niak; 05-15-2013 at 08:05.
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z0mb1el0v3r
Senior Member
Join Date: May 2011
Old 06-03-2013 , 19:26   Re: Back Weapons v1.87
Reply With Quote #542

Quote:
Originally Posted by Unkolix View Post
Have another error... Now it's ivalid player 2
Code:
L 03/30/2013 - 10:44:22: [HAMSANDWICH] Invalid player 2 (not in-game)
L 03/30/2013 - 10:44:22: [AMXX] Displaying debug trace (plugin "backweapon3.amxx")
L 03/30/2013 - 10:44:22: [AMXX] Run time error 10: native error (native "get_pdata_cbase")
L 03/30/2013 - 10:44:22: [AMXX]    [0] backweapon3.sma::CheckWeapons (line 217)
L 03/30/2013 - 10:44:22: [AMXX]    [1] backweapon3.sma::Primary_Holster_Post (line 192)
Any solution for this?
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 06-04-2013 , 01:12   Re: Back Weapons v1.87
Reply With Quote #543

Gonna check it.
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z0mb1el0v3r
Senior Member
Join Date: May 2011
Old 06-04-2013 , 04:23   Re: Back Weapons v1.87
Reply With Quote #544

Quote:
Originally Posted by ConnorMcLeod View Post
Gonna check it.
Alright! Take all the time you need
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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Location: Siiiiiiiiuu
Old 06-04-2013 , 10:13   Re: Back Weapons v1.87
Reply With Quote #545

Suggestion:
Make it with user rendering.
I mean, in mods like furien, it shows weapon even if invis.
What if i have 3 primary weapons?
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 06-04-2013 , 12:59   Re: Back Weapons v1.87
Reply With Quote #546

Woud require constant checks and wouldn't be 'resource friendly', so, no, fuck those mods
.ini file let you choose max weapons you want to render.
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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Location: Siiiiiiiiuu
Old 06-08-2013 , 14:25   Re: Back Weapons v1.87
Reply With Quote #547

Quote:
Originally Posted by ConnorMcLeod View Post
fuck those mods
LOL furien is your mod
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 06-08-2013 , 15:36   Re: Back Weapons v1.87
Reply With Quote #548

Can try this for hats, backweapons, parachute...

PHP Code:
#include < amxmodx >
#include < engine >
#include < fakemeta >

#pragma semicolon 1

#define PLUGIN "Attachments Visibility"
#define VERSION "0.0.1"

new g_iMaxPlayers;
#define IsPlayer(%0)    ( 1 <= (%0) <= g_iMaxPlayers )

public plugin_init()
{
    
register_pluginPLUGINVERSION"ConnorMcLeod" );
    
register_forward(FM_AddToFullPack"OnAddToFullPack_Post"true);
    
g_iMaxPlayers get_maxplayers();
}

public 
OnAddToFullPack_Post(eseenthosthostflagsplayerpSet)
{
    if( !
player && get_orig_retval() && get_es(esES_MoveType) == MOVETYPE_FOLLOW )
    {
        static 
aimentFloat:rendercolor[3], RenderColor[3];
        
aiment entity_get_edict(entEV_ENT_aiment);
        if( 
IsPlayer(aiment) && aiment != host )
        {
            
set_es(esES_RenderModeentity_get_int(aimentEV_INT_rendermode));
            
set_es(esES_RenderAmtclampfloatround(entity_get_float(aimentEV_FL_renderamt)), 0255 ));
            
entity_get_vector(aimentEV_VEC_rendercolorrendercolor);
            
FVecIVec(rendercolorRenderColor);
            
set_es(esES_RenderColorRenderColor);
            
set_es(esES_RenderFxentity_get_int(aimentEV_INT_renderfx));
        }
    }

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z0mb1el0v3r
Senior Member
Join Date: May 2011
Old 06-11-2013 , 13:45   Re: Back Weapons v1.87
Reply With Quote #549

Quote:
Originally Posted by ConnorMcLeod View Post
Can try this for hats, backweapons, parachute...

PHP Code:
#include < amxmodx >
#include < engine >
#include < fakemeta >

#pragma semicolon 1

#define PLUGIN "Attachments Visibility"
#define VERSION "0.0.1"

new g_iMaxPlayers;
#define IsPlayer(%0)    ( 1 <= (%0) <= g_iMaxPlayers )

public plugin_init()
{
    
register_pluginPLUGINVERSION"ConnorMcLeod" );
    
register_forward(FM_AddToFullPack"OnAddToFullPack_Post"true);
    
g_iMaxPlayers get_maxplayers();
}

public 
OnAddToFullPack_Post(eseenthosthostflagsplayerpSet)
{
    if( !
player && get_orig_retval() && get_es(esES_MoveType) == MOVETYPE_FOLLOW )
    {
        static 
aimentFloat:rendercolor[3], RenderColor[3];
        
aiment entity_get_edict(entEV_ENT_aiment);
        if( 
IsPlayer(aiment) && aiment != host )
        {
            
set_es(esES_RenderModeentity_get_int(aimentEV_INT_rendermode));
            
set_es(esES_RenderAmtclampfloatround(entity_get_float(aimentEV_FL_renderamt)), 0255 ));
            
entity_get_vector(aimentEV_VEC_rendercolorrendercolor);
            
FVecIVec(rendercolorRenderColor);
            
set_es(esES_RenderColorRenderColor);
            
set_es(esES_RenderFxentity_get_int(aimentEV_INT_renderfx));
        }
    }

Connor, what is this?
It gave me sh*tload of spam on console when I using it. lol
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nerubii
Junior Member
Join Date: Jul 2008
Location: Singapore
Old 06-12-2013 , 02:20   Re: Back Weapons v1.87
Reply With Quote #550

anyone still have the backweapons model from this post http://forums.alliedmods.net/showpost.php?p=979533&postcount=444?
please share/reupload if you do. thanks!

file name is backweapons2_ns.mdl

Last edited by nerubii; 06-12-2013 at 04:51.
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