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SetViewEntityBody


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Hanna
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Join Date: Sep 2016
Old 09-16-2016 , 05:09   Re: SetViewEntityBody
Reply With Quote #11

Update 16/9/16: Release 1.7, bugfixes. Now i started to lookout for attack system. I have 2 ideas currently and one of them is replacing atk system with custom trace, but the way it can be done - with Orpheu. Need some time to think.

Last edited by Hanna; 09-16-2016 at 05:18.
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Craxor
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Old 09-16-2016 , 22:20   Re: SetViewEntityBody
Reply With Quote #12

Can you make a special stock if someone is "Female" and i'm "Male" ... in register_touch if i'm touching an female to use your stock and make a baby !
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Last edited by Craxor; 09-16-2016 at 22:20.
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Hanna
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Join Date: Sep 2016
Old 09-16-2016 , 23:27   Re: SetViewEntityBody
Reply With Quote #13

Quote:
Originally Posted by Craxor View Post
Can you make a special stock if someone is "Female" and i'm "Male" ... in register_touch if i'm touching an female to use your stock and make a baby !
Wtf man, xD. Some kinda of trolling.
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joropito
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Old 09-19-2016 , 16:11   Re: SetViewEntityBody
Reply With Quote #14

Quote:
Originally Posted by Hanna View Post
I have 2 ideas currently and one of them is replacing atk system with custom trace, but the way it can be done - with Orpheu. Need some time to think.[/B]
Please expand your idea. Maybe you can get help on that.

Also please upload images and videos.
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Hanna
Member
Join Date: Sep 2016
Old 09-20-2016 , 08:26   Re: SetViewEntityBody
Reply With Quote #15

Quote:
Originally Posted by joropito View Post
Please expand your idea. Maybe you can get help on that.

Also please upload images and videos.
Well, the idea is removing the Execute Ham Primary Attack call from attack forward to apply custom attack.
You want the way? Here, this is i'm currently using and will include it in next update:

Code:
#include <xs>
#include <orpheu>
#include <orpheu_stocks>

new OrpheuFunction:handleApplyMultiDamage;
new OrpheuFunction:handleClearMultiDamage;

public plugin_init()
{
handleApplyMultiDamage = OrpheuGetFunction("ApplyMultiDamage");
handleClearMultiDamage = OrpheuGetFunction("ClearMultiDamage");
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_glock18", "HamF_Weapon_PrimaryAttack");
} public HamF_Weapon_PrimaryAttack(iEnt) {
static id;
id = get_pdata_cbase(iEnt, m_pPlayer, 4); //Starting now calculate our custom attack new Float: vecSrc[3], Float: vecForward[3], Float:vecViewOfs[3]; pev(id, pev_origin, vecSrc); pev(id, pev_view_ofs, vecViewOfs); xs_vec_add(vecSrc, vecViewOfs, vecSrc); FireBullets(vecSrc, vecForward, 8192.0, 3, 30.0/*<<<damage*/, id);
return HAM_SUPERCEDE;
} stock FireBullets(Float:vecSrc[3], Float:vecDir[3], Float:flDistance, iPenetration, Float:flDamage, pevAttacker) {
new Float:vecEnd[3], Float:vecEndPos[3], Float:vecForward[3];
new tr = create_tr2();
new Float:flFraction, Float:flCurrentDistance;
xs_vec_mul_scalar(vecDir, flDistance, vecForward);
xs_vec_add(vecSrc, vecForward, vecEnd);
while (iPenetration != 0) {
OrpheuCall(handleClearMultiDamage); engfunc(EngFunc_TraceLine, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, pevAttacker, tr);
get_tr2(tr, TR_flFraction, flFraction);
if (flFraction != 1.0) {
new pEntity = get_tr2(tr, TR_pHit);
if (pEntity < 0) {
return;
}
iPenetration--;
flCurrentDistance = flFraction * flDistance;
get_tr2(tr, TR_vecEndPos, vecEndPos);
xs_vec_mul_scalar(vecDir, 42.0, vecForward);
xs_vec_add(vecEndPos, vecForward, vecSrc);
flDistance = (flDistance - flCurrentDistance) * 0.75;
xs_vec_mul_scalar(vecDir, flDistance, vecForward);
xs_vec_add(vecSrc, vecForward, vecEnd);
ExecuteHamB(Ham_TraceAttack, pEntity, pevAttacker, flDamage, vecDir, tr, DMG_BULLET | DMG_NEVERGIB);
} else {
iPenetration = 0;
} OrpheuCall(handleApplyMultiDamage, pevAttacker, pevAttacker);
}
}
Also not only this. Ok, later gonna go now.

Last edited by Hanna; 09-20-2016 at 08:34.
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Hanna
Member
Join Date: Sep 2016
Old 09-20-2016 , 08:29   Re: SetViewEntityBody
Reply With Quote #16

Oh, forgot. Maybe if you don't have signatures

Code:
{
    "name"      : "ApplyMultiDamage",
    "library"   : "mod",
    "arguments" :
    [
        {
            "type"  : "entvars_s *",
            "info"  : "pevInflictor"
        },
        {
            "type"  : "entvars_s *",
            "info"  : "pevAttacker"
        }
    ],
    "identifiers":
    [
        {
            "os"    : "windows",
            "mod"   : "cstrike",
            "value" : [0x90,0x8B,0x0D,"*","*","*","*",0x85,0xC9,0x74,"*",0x8B,0x15,"*","*","*","*",0x8B],
            "displacement" : 1
        },
        {
            "os"    : "linux",
            "mod"   : "cstrike",
            "value" : "ApplyMultiDamage__FP9entvars_sT0"
        }
    ]
}
Code:
{
    "name"        : "ClearMultiDamage",
    "library"     : "mod",
    "identifiers" :
    [
        {
            "os"    : "windows",
            "mod"   : "cstrike",
            "value" : [0x90,0x33,0xC0,0xA3,"*","*","*","*",0xA3,"*","*","*","*",0xA3],
            "displacement" : 1
        },
        {
            "os"    : "linux",
            "mod"   : "cstrike",
            "value" : "ClearMultiDamage__Fv"
        }
    ]
}
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PRoSToTeM@
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Join Date: Jan 2010
Location: Russia, Ivanovo
Old 09-24-2016 , 02:28   Re: SetViewEntityBody
Reply With Quote #17

@Hanna you can use rg_fire_bullets3 with ReAPI.
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 09-24-2016 , 04:30   Re: SetViewEntityBody
Reply With Quote #18

Quote:
Originally Posted by PRoSToTeM@ View Post
@Hanna you can use rg_fire_bullets3 with ReAPI.
You do realize that this community is primary supporting the official version of hlds, don't you? It's okay to add support for reapi, but IMO plugin should be working in valve's hlds too. It's strange and wrong to have plugins working only on custom dll's.
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Last edited by HamletEagle; 09-24-2016 at 04:30.
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Hanna
Member
Join Date: Sep 2016
Old 09-25-2016 , 05:49   Re: SetViewEntityBody
Reply With Quote #19

And yes, using another libary is breaking the the official licence from Valve.
There is too many pirate servers around and supporting it is not good. IMO.
Using custom library maybe just for testing only purposes.

Last edited by Hanna; 09-25-2016 at 05:50.
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Celena Luna
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Join Date: Aug 2013
Location: Nagazora
Old 10-24-2016 , 12:48   Re: SetViewEntityBody
Reply With Quote #20

If I use another weapon plugins which have a model with 2 hands (male and female ofc). Does this plugins actually work with them?
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