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DoDs Equipment 0.0.6


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sofwmrebiteme
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Join Date: Jan 2007
Old 07-30-2008 , 19:18   Re: DoDs Equipment 0.0.6
Reply With Quote #21

Quote:
Originally Posted by menotyou View Post
ok trying to get it so that there are 4 weapons for each class
Ex:
Riflemen:
k98-full,m1grand-full,a pistol-full, and grenade-50,
for each class they have choose of same class weapons regardless of the side they are on.
Assault:
tomson-mp40,pistol.........


and so on
I think you have done a fantatic job on this mod. It is really awesome.
I loaded it today. Ran perfect.
I have the same question as the above quote if i understand him correct. I want the German k98 to also have the Garand?
Is that possible?
I do not seen to be able to add the main weapons to the american support even if i clear everything like this and just do the carbine. i get nothing then.

sm_equip_support_clear_us "no"
sm_equip_support_equip_us "weapon_m1carb"
sm_equip_support_ammo_us "180"

Last edited by sofwmrebiteme; 07-31-2008 at 18:56.
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Lis
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Join Date: Jul 2008
Old 08-02-2008 , 02:59   Re: DoDs Equipment 0.0.6
Reply With Quote #22

Interresting. I will try it out today.
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DJ Tsunami
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Join Date: Feb 2008
Location: The Netherlands
Old 08-02-2008 , 07:58   Re: DoDs Equipment 0.0.6
Reply With Quote #23

Quote:
Originally Posted by DJ Tsunami View Post
Would you mind telling me how you got these offsets? I see for example 60, 64, 76 and 80 are missing, curious how I can find out what weapons they're for.
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Lis
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Join Date: Jul 2008
Old 08-02-2008 , 12:28   Re: DoDs Equipment 0.0.6
Reply With Quote #24

Ah sorry DJ Tsunami i forgotten to write that down.

I used the PrintToChatAll function. I read every value in a 4 byte step becouse the size of a single m_iAmmo cell is 4 byte.
I used the valve developer community site to find out more about the hl2 memory structures.

You simply paste this code on the top of the EquipClientCustom() function directly before the first if() statement.
Code:
for(new a = 0, tmpVal = 0; a < 100; a+=4) {
 tmpVal = GetEntData(client, ammo_offset + a, 4);
 PrintToChatAll("Offset %i contains %i", a, tmpVal);
}
Remember to get the ammo_offset of the m_iAmmo array with

Code:
 
new ammo_offset = FindSendPropOffs("CDODPlayer", "m_iAmmo");
The last 3 chat messages (dont remember how many lines exactly) had shown random values. I think this is becouse the m_iAmmo array in dods only contains 22 cells.

Anyway, i spawned with any class and wrote down the chat output. Then i compared the ammo i had ingame with the chatoutput values and connected the offsets.
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Last edited by Lis; 08-02-2008 at 12:54.
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DJ Tsunami
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Old 08-02-2008 , 20:17   Re: DoDs Equipment 0.0.6
Reply With Quote #25

I see. Cool
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Kahless
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Join Date: May 2008
Old 08-03-2008 , 23:05   Re: DoDs Equipment 0.0.6
Reply With Quote #26

Lets say I want to add a spade and other weapons after clearing all do i put that at the end since it has no ammo designation or is the ammo one?
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Lis
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Join Date: Jul 2008
Old 08-04-2008 , 07:49   Re: DoDs Equipment 0.0.6
Reply With Quote #27

No you need to set a ammovalue for the spade or knife. You can set 0 or any value you want.

If you assign 4 weapons and only assign 3 ammovalues it would brake the plugins ammo-weapon connections.
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Dunno
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Join Date: Apr 2005
Old 08-04-2008 , 10:45   Re: DoDs Equipment 0.0.6
Reply With Quote #28

Any ideas why i can't get Smoke Grenades? I posted my config. above.

Thanks
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Dunno
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Old 08-08-2008 , 13:53   Re: DoDs Equipment 0.0.6
Reply With Quote #29

bump.. ; )
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menotyou
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Join Date: Jul 2008
Old 08-09-2008 , 23:46   Re: DoDs Equipment 0.0.6
Reply With Quote #30

For Dod:s i use this and have smoke
//********************************************* ***********//
// Possible weapons are:
// weapon_amerknife Us hand weapon
// weapon_spade Ger hand weapon
// weapon_colt Us Sniper and assault secondary. 7 Bullets in clip
// weapon_p38 Ger Sniper and assault secondary. 8 Bullet in clip
// weapon_m1carb Us Rocket secondary weapon. 15 Bullets in clip. 45 Default
// weapon_c96 Ger Rocket secondary weapon. 20 Bullets in clip. 60 Default
// weapon_garand Us Rifleman primary. 8 Bullets in clip
// weapon_k98 Ger Rifleman primary. 5 Bullets in clip
// weapon_thompson Us Assault primary. 30 Bullets in clip
// weapon_mp40 Ger Assault primary. 30 Bullets in clip
// weapon_bar Us Support primary. 20 Bullets in clip
// weapon_mp44 Ger Support primary. 30 bullets in clip
// weapon_spring Us Sniper primary. 5 Bullets in clip.
// weapon_k98s Ger Sniper primary. 5 Bullets in clip
// weapon_30cal Us Machine Gun primary. 150 Bullets in clip.
// weapon_mg42 Ger Machine Gun primary. 250 Bullets in clip.
// weapon_bazooka Us Rocket primary. 4 Bullets in clip.
// weapon_pschreck Ger Rocket primary. 4 Bullets in clip.
// weapon_riflegren_us Us Rifleman grenade. Default 2 for us rifleman.
// weapon_riflegren_ger Ger Rifleman grenade. Default 2 for ger rifleman.
// weapon_frag_us Us frag grenade. Default 1 for the assault, 2 for support.
// weapon_frag_ger Ger frag grenade. Default 1 for the assault, 2 for support.
// weapon_smoke_us Us smoke grenade. Default 1 for the assault.
// weapon_smoke_ger Ger smoke grenade. Default 1 for the assault.

sm_equip_rifle_clear_ger "no"
sm_equip_rifle_equip_ger "weapon_k98 weapon_p38 weapon_riflegren_ger"
sm_equip_rifle_ammo_ger "500 500 30"
sm_equip_rifle_clear_us "no"
sm_equip_rifle_equip_us "weapon_garand weapon_colt weapon_riflegren_us"
sm_equip_rifle_ammo_us "500 500 30"

sm_equip_assault_clear_ger "no"
sm_equip_assault_equip_ger "weapon_mp40 weapon_smoke_ger weapon_frag_ger"
sm_equip_assault_ammo_ger "1000 2 5"
sm_equip_assault_clear_us "no"
sm_equip_assault_equip_us "weapon_thompson weapon_smoke_us weapon_frag_us"
sm_equip_assault_ammo_us "1000 2 5"

sm_equip_support_clear_ger "no"
sm_equip_support_equip_ger "weapon_mp44 weapon_p38 weapon_frag_ger"
sm_equip_support_ammo_ger "1000 500 5"
sm_equip_support_clear_us "no"
sm_equip_support_equip_us "weapon_bar weapon_colt weapon_frag_us"
sm_equip_support_ammo_us "1000 500 5"

sm_equip_sniper_clear_ger "no"
sm_equip_sniper_equip_ger "weapon_k98s weapon_p38 weapon_frag_ger"
sm_equip_sniper_ammo_ger "1000 500 5"
sm_equip_sniper_clear_us "no"
sm_equip_sniper_equip_us "weapon_spring weapon_colt weapon_frag_us"
sm_equip_sniper_ammo_us "1000 500 5"

sm_equip_mg_clear_ger "no"
sm_equip_mg_equip_ger "weapon_mg42 weapon_p38 weapon_frag_ger"
sm_equip_mg_ammo_ger "1000 500 5"
sm_equip_mg_clear_us "no"
sm_equip_mg_equip_us "weapon_30cal weapon_colt weapon_frag_us"
sm_equip_mg_ammo_us "1000 500 5"

sm_equip_rocket_clear_ger "no"
sm_equip_rocket_equip_ger "weapon_pschreck weapon_c96 weapon_frag_ger"
sm_equip_rocket_ammo_ger "300 1000 5"
sm_equip_rocket_clear_us "no"
sm_equip_rocket_equip_us "weapon_bazooka weapon_m1carb weapon_frag_us"
sm_equip_rocket_ammo_us "300 1000 5"
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