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Module: Half-Life Weapon Mod (v0.8)


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roymor
Senior Member
Join Date: Apr 2012
Old 03-21-2013 , 08:46   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #121

So I saw the discussion at the first pages if it's possible to ADD new weapons to CS
and as far as I saw you guys said it's possible
is there any guide on how to do it using a plugin or module?
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Bos93
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Join Date: Jul 2010
Old 03-21-2013 , 09:39   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #122

roymor,read signature Arkshine
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 03-21-2013 , 09:46   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #123

Yes, I'm on it, even though lately I was busy for others things, but will do my best to finish ASAP.
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Bos93
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Join Date: Jul 2010
Old 03-21-2013 , 09:49   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #124

yes, we noticed that it stuck on 71%
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roymor
Senior Member
Join Date: Apr 2012
Old 03-21-2013 , 16:25   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #125

Quote:
Originally Posted by Arkshine View Post
Yes, I'm on it, even though lately I was busy for others things, but will do my best to finish ASAP.
Arkshine just curious so why in zp you can add new weapons without overrding existing ones ?
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 03-21-2013 , 17:28   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #126

It overrides but not in a way you're thinking. It basically blocks an original weapon, applying new model and such, hooking original weapon action, and choosing the weapon from a command or menu. It's kind of poor way but it allows an unlimited number of weapons, even though that's not really an argument in practice.
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roymor
Senior Member
Join Date: Apr 2012
Old 03-22-2013 , 06:18   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #127

Quote:
Originally Posted by Arkshine View Post
It overrides but not in a way you're thinking. It basically blocks an original weapon, applying new model and such, hooking original weapon action, and choosing the weapon from a command or menu. It's kind of poor way but it allows an unlimited number of weapons, even though that's not really an argument in practice.
But I can still choose any weapon (from the original ones) from the weapon menu that appears in each new round i could choose any weapon and use it + buying new weapon so how exacly does it overrides it ?
also when do u think you'll finish your mod i think i saw it was 71% last year or something xD
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 03-22-2013 , 06:43   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #128

That's not really the place to talk about that. It doesn't override really, it justs hook a weapon action, for example, when it deploys, or fire, etc ; block the original actions and do new ones. About WeaponMod, I don't know, and it won't be the same way as ZP.
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roymor
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Join Date: Apr 2012
Old 03-22-2013 , 12:42   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #129

Quote:
Originally Posted by Arkshine View Post
That's not really the place to talk about that. It doesn't override really, it justs hook a weapon action, for example, when it deploys, or fire, etc ; block the original actions and do new ones. About WeaponMod, I don't know, and it won't be the same way as ZP.
Arkshine what about this
http://forums.alliedmods.net/showthread.php?t=134691
this hooks the Action of the existing nades?
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Arkshine
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Join Date: Oct 2005
Old 03-22-2013 , 14:55   Re: Module: Half-Life Weapon Mod (v0.7)
Reply With Quote #130

Yes.
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