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[CS:GO] Sprays (you can use sprays in CS:GO)


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Azerja12
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Join Date: Feb 2013
Location: EU
Old 01-30-2015 , 06:56   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #71

Can you make it so i can make different setting for both teams.
I want to use this with my hosties plugin where i want different setting for each team.

Last edited by Azerja12; 01-30-2015 at 06:57.
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gulverene
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Location: Türkiye
Old 02-02-2015 , 01:20   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #72

My idea ;
Add player ID spray ?

sorry bad spreak eng.
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mambo998
Member
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Old 03-19-2015 , 15:59   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #73

could you add an option to set a button for sm_spray? Like you have one that lets you use "use" button as a default spray button, but I would like it to be something like "T" so people could just press T for spraying without binding it themself. Use is bad button for it because its also used for opening doors
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nomy
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Location: United Kingdom
Old 03-21-2015 , 13:44   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #74

Quote:
Originally Posted by mambo998 View Post
could you add an option to set a button for sm_spray? Like you have one that lets you use "use" button as a default spray button, but I would like it to be something like "T" so people could just press T for spraying without binding it themself. Use is bad button for it because its also used for opening doors
You can only have actions:
PHP Code:
#define IN_ATTACK        (1 << 0)
#define IN_JUMP            (1 << 1)
#define IN_DUCK            (1 << 2)
#define IN_FORWARD        (1 << 3)
#define IN_BACK            (1 << 4)
#define IN_USE            (1 << 5)
#define IN_CANCEL        (1 << 6)
#define IN_LEFT            (1 << 7)
#define IN_RIGHT        (1 << 8)
#define IN_MOVELEFT        (1 << 9)
#define IN_MOVERIGHT        (1 << 10)
#define IN_ATTACK2        (1 << 11)
#define IN_RUN            (1 << 12)
#define IN_RELOAD        (1 << 13)
#define IN_ALT1            (1 << 14)
#define IN_ALT2            (1 << 15)
#define IN_SCORE        (1 << 16)       // Used by client.dll for when scoreboard is held down
#define IN_SPEED        (1 << 17)    // Player is holding the speed key
#define IN_WALK            (1 << 18)    // Player holding walk key
#define IN_ZOOM            (1 << 19)    // Zoom key for HUD zoom
#define IN_WEAPON1        (1 << 20)    // weapon defines these bits
#define IN_WEAPON2        (1 << 21)    // weapon defines these bits
#define IN_BULLRUSH        (1 << 22)
#define IN_GRENADE1        (1 << 23)    // grenade 1
#define IN_GRENADE2        (1 << 24)    // grenade 2
#define    FL_ONGROUND            (1 << 0)    // At rest / on the ground
#define FL_DUCKING            (1 << 1)    // Player flag -- Player is fully crouched
#define    FL_WATERJUMP            (1 << 2)    // player jumping out of water
#define FL_ONTRAIN            (1 << 3)    // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_INRAIN            (1 << 4)    // Indicates the entity is standing in rain
#define FL_FROZEN            (1 << 5)    // Player is frozen for 3rd person camera
#define FL_ATCONTROLS            (1 << 6)    // Player can't move, but keeps key inputs for controlling another entity
#define    FL_CLIENT            (1 << 7)    // Is a player
#define FL_FAKECLIENT            (1 << 8)    // Fake client, simulated server side; don't send network messages to them
#define PLAYER_FLAG_BITS        9
#define    FL_INWATER            (1 << 9)    // In water
#define    FL_FLY                (1 << 10)    // Changes the SV_Movestep() behavior to not need to be on ground
#define    FL_SWIM                (1 << 11)    // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define    FL_CONVEYOR            (1 << 12)
#define    FL_NPC                (1 << 13)
#define    FL_GODMODE            (1 << 14)
#define    FL_NOTARGET            (1 << 15)
#define    FL_AIMTARGET            (1 << 16)    // set if the crosshair needs to aim onto the entity
#define    FL_PARTIALGROUND        (1 << 17)    // not all corners are valid
#define FL_STATICPROP            (1 << 18)    // Eetsa static prop!
#define FL_GRAPHED            (1 << 19)    // worldgraph has this ent listed as something that blocks a connection
#define FL_GRENADE            (1 << 20)
#define FL_STEPMOVEMENT            (1 << 21)    // Changes the SV_Movestep() behavior to not do any processing
#define FL_DONTTOUCH            (1 << 22)    // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
#define FL_BASEVELOCITY            (1 << 23)    // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_WORLDBRUSH            (1 << 24)    // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_OBJECT            (1 << 25)    // Terrible name. This is an object that NPCs should see. Missiles, for example.
#define FL_KILLME            (1 << 26)    // This entity is marked for death -- will be freed by game DLL
#define FL_ONFIRE            (1 << 27)    // You know...
#define FL_DISSOLVING            (1 << 28)    // We're dissolving!
#define FL_TRANSRAGDOLL            (1 << 29)    // In the process of turning into a client side ragdoll.
#define FL_UNBLOCKABLE_BY_PLAYER    (1 << 30)    // pusher that can't be blocked by the player
#define FL_FREEZING                (1 << 31)    // We're becoming frozen!
#define FL_EP2V_UNKNOWN1        (1 << 31)    // Unknown 
So you cant really set to a specific button but you can set to what that button does.
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addam
Junior Member
Join Date: Apr 2006
Location: Hungary
Old 03-22-2015 , 07:49   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #75

If someone wants to spray animated stuff, here is the way:

open ..\csgo\materials\spraydir\spray.vmt

Edit like this:

Code:
LightmappedGeneric
{
    "$basetexture"    "spraydir\spray"
    "$translucent" "1"
    "$decal" "1"
    "$decalscale" "0.250"
    "Proxies"
    {
        "AnimatedTexture"
        {
        "animatedTextureVar" "$basetexture"
        "animatedTextureFrameNumVar" "$frame"
        "animatedTextureFrameRate" "5"
        }
    }
}
On $basetexture you need to define the relative path of the spray only (without extension), where the spray stands in the csgo\materials dir.
If the spray is small or big, play with the $decalscale value.
Animation speed is controlled by animatedTextureFrameRate.
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Franc1sco
Veteran Member
Join Date: Oct 2010
Location: Spain (Madrid)
Old 03-23-2015 , 05:43   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #76

Quote:
Originally Posted by addam View Post
If someone wants to spray animated stuff, here is the way:

open ..\csgo\materials\spraydir\spray.vmt

Edit like this:

Code:
LightmappedGeneric
{
    "$basetexture"    "spraydir\spray"
    "$translucent" "1"
    "$decal" "1"
    "$decalscale" "0.250"
    "Proxies"
    {
        "AnimatedTexture"
        {
        "animatedTextureVar" "$basetexture"
        "animatedTextureFrameNumVar" "$frame"
        "animatedTextureFrameRate" "5"
        }
    }
}
On $basetexture you need to define the relative path of the spray only (without extension), where the spray stands in the csgo\materials dir.
If the spray is small or big, play with the $decalscale value.
Animation speed is controlled by animatedTextureFrameRate.

Good contribution

You can provide a spray file already prepared for test it?
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lay295
Senior Member
Join Date: Sep 2013
Old 04-14-2015 , 20:01   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #77

Here's a config and files if someone wants to use stickers as sprays, looks pretty cool.I didn't do all of them just a few that I like

Attached Files
File Type: zip stickers.zip (9.0 KB, 443 views)
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Franc1sco
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Join Date: Oct 2010
Location: Spain (Madrid)
Old 04-14-2015 , 20:06   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #78

Quote:
Originally Posted by lay295 View Post
Here's a config and files if someone wants to use stickers as sprays, looks pretty cool.I didn't do all of them just a few that I like

Nice
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Chesterfield
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Join Date: Apr 2013
Old 04-14-2015 , 20:40   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #79

Quote:
Originally Posted by lay295 View Post
Here's a config and files if someone wants to use stickers as sprays, looks pretty cool.I didn't do all of them just a few that I like

They are turning full black sometimes, I think i had the same before when i made some sprays, you had to change something in the vtfedit.

Could you please check? Good job and thanks.
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lay295
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Join Date: Sep 2013
Old 04-14-2015 , 20:48   Re: [CS:GO] Sprays v1.4.1 (you can use sprays in CS:GO)
Reply With Quote #80

Quote:
Originally Posted by Chesterfield View Post
They are turning full black sometimes, I think i had the same before when i made some sprays, you had to change something in the vtfedit.

Could you please check? Good job and thanks.
Well I'm just using the vtf files in the game itself, so if I edit the vtf i'd have to make the clients redownload. I have that issue too but I've tried to edit the values in the vmt and can't get it.
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