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Module: Counter-Strike Weapon Mod [1.7.1]


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God Of Gaming
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Old 11-19-2018 , 19:18   Re: Module: Counter-Strike Weapon Mod [1.6.3]
Reply With Quote #31

Oh lol, why the hell am I using the old hl weaponmod from a decade ago when there's this. This works so much better!

P.S. there seems to be some sort of conflict with ConnorMcLeod's bpammo_features.amxx

P.S.2 for some reason GiveWeaponByName() doesnt seem to work?

P.S.3 I noticed a few pretty nasty bugs, I'd say this is not yet ready for use, but theres definitely potential in there, I hope version 1.7.0 fixes these
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Last edited by God Of Gaming; 11-25-2018 at 06:26.
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PyPKjE20
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Old 12-02-2018 , 19:09   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #32

Pleas add function pev_viewmodel2 + pev_skin (textured pack) funcion
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Ghosted
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Old 12-03-2018 , 04:01   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #33

Quote:
Originally Posted by PyPKjE20 View Post
Pleas add function pev_viewmodel2 + pev_skin (textured pack) funcion
weapon skin can be changed but it also changes player's skin. (viewmodel of the weapon is attached to player.)
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PyPKjE20
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Old 12-03-2018 , 04:55   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #34

What code would you use to change the texture of a weapon?
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Ghosted
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Old 12-03-2018 , 09:59   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #35

Quote:
Originally Posted by PyPKjE20 View Post
What code would you use to change the texture of a weapon?
get playerid and edit pev_body/pev_skin
this worked with weapmodel (p_*) but should work on viewmodel too
this also changed player's submodel (if there is)
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Last edited by Ghosted; 12-03-2018 at 09:59.
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metal_upa
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Old 12-03-2018 , 14:05   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #36

Quote:
Originally Posted by Ghosted View Post
get playerid and edit pev_body/pev_skin
this worked with weapmodel (p_*) but should work on viewmodel too
this also changed player's submodel (if there is)
I doubt that, pev_body and pev_skin will never work on v_* model, it handled on client-side. Metahook can do this stuff.
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Old 12-24-2018, 09:11
quLeryuzz
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quLeryuzz
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Old 12-25-2018 , 07:59   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #37

Ok, I did it easily. But I want to you add to module something.
I use your module for lasermine plugin, and it was successful. But this is not a weapon. Oke this is specific a weapon but, when I take another weapon, this shouldn't remove on player.
That's why, can you add free Weapon Type? Not pistol, not ShotGun, only free weapon type. And How can move weapon to Slot5?



Don't look to ammo. I haven't written yet.
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Old 12-25-2018 , 09:13   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #38

Quote:
Originally Posted by quLeryuzz View Post
Ok, I did it easily. But I want to you add to module something.
I use your module for lasermine plugin, and it was successful. But this is not a weapon. Oke this is specific a weapon but, when I take another weapon, this shouldn't remove on player.
That's why, can you add free Weapon Type? Not pistol, not ShotGun, only free weapon type. And How can move weapon to Slot5?



Don't look to ammo. I haven't written yet.
Free type does not exists, but you can change slot of pistol/rifle via weaponlist message, but thats kinda useless when you can't have same weapon type weapon with custom one. (For example for pistol you wont be able to have p228 and lasermine together)
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quLeryuzz
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Old 12-25-2018 , 17:14   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #39

Can you add native like GiveWeaponByName? It will not be sending drop command to player. Because I wrote somethings and I approached.
Code:
public plugin_precache()
{
    BuildWeaponModels(Weapon, VMODELI, PMODELI, WMODELI);
}
public plugin_init()
{
    register_forward(FM_Touch,"FM_Touch_hook")
    register_clcmd("drop","dropped")
}
public dropped(id)
{
    justdropped[id]=true
    set_task(0.5,"notdropped",id)
}
public notdropped(id) justdropped[id]=false

public FM_Touch_hook(weaponbox,id)
{
    if(id && is_user_alive(id) && !is_user_bot(id) && pev_valid(weaponbox) && !justdropped[id])
    {
        static classname[64]
        pev(weaponbox,pev_classname,classname,63)
        if(equali(classname,"weaponbox"))
        {
            pev(weaponbox,pev_model,classname,63)
            if(equali(classname,WMODELI))
            {
                client_print_color(id, id, "dogru/true")
                justdropped[id]=true
                set_task(0.5,"notdropped",id)
                GiveWeaponByName(id,"laserm")
                if(pev_valid(weaponbox)) engfunc(EngFunc_RemoveEntity,weaponbox)
            }
        }
    }
}
give_item doesn't send drop command. But your GiveWeaponByName native send drop command.
Does this have anything to do with it? https://github.com/CodeGhosty/CSWM/b.../CSWM.cpp#L989

---
And I think you can add SlotID to weapons. Because u added hud to weapons.

I'm waiting next version. A very successful module.
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quLeryuzz
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Old 12-25-2018 , 20:13   Re: Module: Counter-Strike Weapon Mod [1.7]
Reply With Quote #40

I wrote a pistol, that's name is Magic Wand. It has got unlimited ammo. When I writing I hope I didn't make a mistake.
I found v model on internet. I made p and w models with MilkShape.
I taken effects in codes from SweetMilitary.
Attached Files
File Type: zip magicwand_cswm.zip (330.0 KB, 10 views)
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Last edited by quLeryuzz; 12-25-2018 at 20:18.
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