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[CS:GO|CSS|ANY?] First Person Death


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romeo7
Senior Member
Join Date: Mar 2017
Old 07-21-2017 , 08:41   Re: [CS:GO|ANY] First Person Death
Reply With Quote #11

i am using gotv and death replay. when dead player after effect ends shows replay and end replay screen stays black.
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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 03-19-2018 , 14:01   Re: [CS:GO|ANY] First Person Death
Reply With Quote #12

1)Why you precache on SpawnCamAndAttach?
Code:
public void OnMapStart()
{
	PrecacheModel("models/blackout.mdl", true);
}
2)If you have bots -> die -> control bot -> die -> fix
if you have respawn fucntions on server -> fix

Code:
public bool SpawnCamAndAttach(int Client,int Ragdoll)
{
	...
	timedeath[Client]++;
	char StrName[64]; Format(StrName, sizeof(StrName), "fpd_Ragdoll%d_%d", Client, timedeath[Client]);
	...

public void OnMapStart()
{
	PrecacheModel("models/blackout.mdl", true);
	for (int client = 1; client <= MaxClients; client++)
	{
		timedeath[client] = 0;
	}
}

Last edited by Indarello; 03-19-2018 at 14:02.
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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 12-26-2018 , 05:19   Re: [CS:GO|ANY] First Person Death
Reply With Quote #13

Fix for sometimes black screen:
Code:
public void ClearCam(any Client)
{
	if(ClientCamera[Client] && ClientOk(Client))
	{
		/*
		if (fpd_black)
		{
			PerformFade(Client, 0, true);
		}
		*/
		SetClientViewEntity(Client, Client);
		ClientCamera[Client] = false;
	}
}
...
remove flag 
#define FFADE_STAYOUT	0x0008		// ignores the duration, stays faded out until new ScreenFade message received

Last edited by Indarello; 12-28-2018 at 02:12.
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XHUNTERX
Senior Member
Join Date: Aug 2019
Location: World
Old 02-19-2020 , 18:39   Re: [CS:GO|ANY] First Person Death
Reply With Quote #14

this plugin work ?
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Sandervraun
Senior Member
Join Date: May 2019
Location: Denmark
Old 03-19-2020 , 03:53   Re: [CS:GO|ANY] First Person Death
Reply With Quote #15

Works fantastic!
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nostalgia
Junior Member
Join Date: Dec 2020
Location: in your brain
Old 12-21-2020 , 20:04   Re: [CS:GO|ANY] First Person Death
Reply With Quote #16

Quote:
Originally Posted by Franc1sco View Post



Description:

FirstPersonDeath lets you see through your dead body, after you died.

Based on this plugin I fixed it and I made a new thread for support this plugin since the original author is inactive.


Commands:

!fpd - Toggle first person death effect per client.
!settings - Toggle first person death effect per client.


Cvars:
Put in server.cfg
Code:
fpd_enable 1 // Enable disable
fpd_black 3000 // Decide the faiding time for fadetoblack (in ms), 0 = disabled.
fpd_stay 7 // Seconds to stay in the dead body, 0 = disabled stay till spawn
sm_cvar sv_disablefreezecam 1 // disable camera in attacker.

Download:

Main repository
Direct download
Code changes
I hope this gets fixed so it works on TF2 (team fortress 2)
__________________


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there no vius, clic here for free link code to gt free bornig tem captoin!!11111111


freetf2crapnovirusipromise.tf

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nostalgia
Junior Member
Join Date: Dec 2020
Location: in your brain
Old 01-11-2021 , 17:56   Re: [CS:GO|ANY] First Person Death
Reply With Quote #17

its all for all source games? or some? because it doesnt work with all of them, or is it all for everything in csgo?
__________________


her is free 2tf stufff!!!!!1111111
there no vius, clic here for free link code to gt free bornig tem captoin!!11111111


freetf2crapnovirusipromise.tf

=

Last edited by nostalgia; 01-11-2021 at 17:57.
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Sandervraun
Senior Member
Join Date: May 2019
Location: Denmark
Old 02-14-2021 , 11:25   Re: [CS:GO|CSS|ANY?] First Person Death
Reply With Quote #18

blackout.mdl : material "models/blackout/blackout" not found.
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lemeshovich
Member
Join Date: Jun 2011
Old 02-15-2021 , 17:03   Re: [CS:GO|CSS|ANY?] First Person Death
Reply With Quote #19

i have a bug using this plugin
when im joining spectators being ct/t im not able to observer players with first person look
my camera just stucks somewhere in texture and i can't move/change it
i already applied that fix but nothing changed
Quote:
Originally Posted by Indarello View Post
2)If you have bots -> die -> control bot -> die -> fix
if you have respawn fucntions on server -> fix

Code:
public bool SpawnCamAndAttach(int Client,int Ragdoll)
{
	...
	timedeath[Client]++;
	char StrName[64]; Format(StrName, sizeof(StrName), "fpd_Ragdoll%d_%d", Client, timedeath[Client]);
	...

public void OnMapStart()
{
	PrecacheModel("models/blackout.mdl", true);
	for (int client = 1; client <= MaxClients; client++)
	{
		timedeath[client] = 0;
	}
}
UPD. fixed by removing ClientTeam check in sp

Last edited by lemeshovich; 02-16-2021 at 22:05.
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ReaDS1m_Zeit
New Member
Join Date: Jul 2022
Old 07-25-2022 , 04:51   Re: [CS:GO|CSS|ANY?] First Person Death
Reply With Quote #20

Not compiled, gives errors. Could you please publish the finished source code with the above fixes?
Code:
fpd.sp(143) : error 017: undefined symbol "timedeath"
fpd.sp(441) : error 017: undefined symbol "FFADE_STAYOUT"
fpd.sp(143) : warning 215: expression has no effect 
fpd.sp(143) : error 001: expected token: ";", but found "]" 
fpd.sp(143) : error 029: invalid expression, assumed zero 
fpd.sp(143) : fatal error 190: too many error messages on one line
Quote:
Originally Posted by Indarello View Post
1)Why you precache on SpawnCamAndAttach?
Code:
public void OnMapStart()
{
	PrecacheModel("models/blackout.mdl", true);
}
2)If you have bots -> die -> control bot -> die -> fix
if you have respawn fucntions on server -> fix

Code:
public bool SpawnCamAndAttach(int Client,int Ragdoll)
{
	...
	timedeath[Client]++;
	char StrName[64]; Format(StrName, sizeof(StrName), "fpd_Ragdoll%d_%d", Client, timedeath[Client]);
	...

public void OnMapStart()
{
	PrecacheModel("models/blackout.mdl", true);
	for (int client = 1; client <= MaxClients; client++)
	{
		timedeath[client] = 0;
	}
}
Quote:
Originally Posted by Indarello View Post
Fix for sometimes black screen:
Code:
public void ClearCam(any Client)
{
	if(ClientCamera[Client] && ClientOk(Client))
	{
		/*
		if (fpd_black)
		{
			PerformFade(Client, 0, true);
		}
		*/
		SetClientViewEntity(Client, Client);
		ClientCamera[Client] = false;
	}
}
...
remove flag 
#define FFADE_STAYOUT	0x0008		// ignores the duration, stays faded out until new ScreenFade message received
UPD. More or less stable version without compilation errors
P.S. Do not use this plugin if replays are shown on your server (the player's hands disappear permanently, it can only be cured by reconnecting). Hope someone releases a fix
Attached Files
File Type: sp Get Plugin or Get Source (fpd.sp - 145 views - 11.7 KB)

Last edited by ReaDS1m_Zeit; 08-02-2022 at 16:41.
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