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SideWeapons v0.2 (New BackWeapons) [CS/CZ] {1 Sep 2022}


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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-03-2022 , 20:02   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #11

Quote:
Originally Posted by MayroN View Post
Here is the code and model on the controllers

Everything you need is there and you can easily combine everything together with weapons, pistols, knives and grenades and release the latest update and end this forever

https://goldsrc.ru/resources/302/
ok, i'll take a look at it later

Edit: I checked the page, but something that seems to be a problem and which seemed strange to me not seeing that plugin here is in the same requirements:
"Requirements: ReGameDLL, ReAPI"
There is no support here for that type of plugin, it seems to me
And it doesn't even allow its download, or at least, I don't see a valid link
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)


Last edited by SoulWeaver16; 09-04-2022 at 06:03.
SoulWeaver16 is offline
Old 09-04-2022, 05:59
SoulWeaver16
This message has been deleted by SoulWeaver16.
SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-04-2022 , 06:01   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #12

Quote:
Originally Posted by iclassdon View Post
Love it! thanks for this.
You're welcome! I'm glad you like it, we're working to improve it
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)

SoulWeaver16 is offline
MayroN
Senior Member
Join Date: Aug 2017
Location: Kyiv
Old 09-04-2022 , 07:01   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #13

Quote:
Originally Posted by SoulWeaver16 View Post
ok, i'll take a look at it later

Edit: I checked the page, but something that seems to be a problem and which seemed strange to me not seeing that plugin here is in the same requirements:
"Requirements: ReGameDLL, ReAPI"
There is no support here for that type of plugin, it seems to me
And it doesn't even allow its download, or at least, I don't see a valid link
Got you sir
Then I will send you a version in a regular copy a little later - without Reapi

Edit:
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <fun>
#include <engine>

const GRENADES_BIT_SUM = ((<< any:CSW_HEGRENADE) | (<< any:CSW_SMOKEGRENADE) | (<< any:CSW_FLASHBANG))

#define IsPlayer(%1)                (1 <= %1 <= MaxClients)
#define IsGrenadeWeaponID(%1)         (GRENADES_BIT_SUM & (1 << any:%1))

enum any:BW_CONTROLLERS
{
    
BW_CONTROLLER_DISTANCE,
    
BW_CONTROLLER_HEIGHT,
    
BW_CONTROLLER_SLOPE,
    
BW_CONTROLLER_ANGLE
}

enum any:BW_STYLES
{
    
BW_STYLE1,
    
BW_STYLE2
}

enum bw_player_models_s szPlayerModel[32], iStyleaStyle1[BW_CONTROLLERS], aStyle2[BW_CONTROLLERS] }

new const 
BW_MODEL_NAME[] = "models/backweapons_classic/backweapons_classic.mdl"
new const BW_MODEL_DEFAULT_POS[BW_CONTROLLERS] = { 151510160 }

new const 
PLAYER_MODEL_LIST[][bw_player_models_s] =
{
    
// "modelname", style, { distance(0~40), height(-5~50), slope(-5~90), angle(0~360) } }

    
"sas_classic",            BW_STYLE1,    { 4154510 }, { 15330160 } },
    { 
"gign_classic",        BW_STYLE1,    { 4154510 }, { 12330160 } },
    { 
"gsg9_classic",        BW_STYLE1,    { 4154510 }, { 17330160 } },
    { 
"urban_classic",        BW_STYLE1,    { 4154510 }, { 11330160 } },

    { 
"terror_classic",        BW_STYLE1,    { 4154510 }, { 13330160 } },
    { 
"leet_classic",        BW_STYLE1,    { 4154510 }, { 20330160 } },
    { 
"guerillaclassic",        BW_STYLE1,    { 15154510 }, { 16330160 } },
    { 
"arctic_classic",        BW_STYLE1,    { 4154510 }, { 5,  330160 } }
}

new const 
BW_MODEL_BODY_INDEX[any:CSW_P90 1] =
{
    
0//
    
0// WEAPON_P228
    
0//
    
10,// WEAPON_SCOUT
    
0// WEAPON_HEGRENADE
    
11,// WEAPON_XM1014
    
0// WEAPON_C4
    
18,// WEAPON_MAC10
    
1// WEAPON_AUG
    
0// WEAPON_SMOKEGRENADE
    
0// WEAPON_ELITE
    
0// WEAPON_FIVESEVEN
    
16,// WEAPON_UMP45
    
8// WEAPON_SG550
    
6// WEAPON_GALIL
    
15,// WEAPON_FAMAS
    
0// WEAPON_USP
    
0// WEAPON_GLOCK18
    
3// WEAPON_AWP
    
4// WEAPON_MP5NAVY
    
14,// WEAPON_M249
    
12,// WEAPON_M3
    
7// WEAPON_M4A1
    
17,// WEAPON_TMP
    
13,// WEAPON_G3SG1
    
0// WEAPON_FLASHBANG
    
0// WEAPON_DEAGLE
    
9// WEAPON_SG552
    
2// WEAPON_AK47
    
0// WEAPON_KNIFE
    
5  // WEAPON_P90
}

new 
Trie:g_tCachedModels

public plugin_init()
{
    
register_plugin("BackWeapons CLASSIC""1.0""Vaqtincha")
    
    for (new 
any:iId CSW_P228szWeaponName[32]; iId <= CSW_P90iId++)
    {
        if (
get_weaponname(iIdszWeaponNamecharsmax(szWeaponName)))
        {
            if (
BW_MODEL_BODY_INDEX[iId] > 0)    
            {
                
RegisterHam(Ham_Item_AttachToPlayerszWeaponName"CBasePlayerItem_AttachToPlayer", .Post true)
            }
            if (
BW_MODEL_BODY_INDEX[iId] > || iId == CSW_KNIFE || IsGrenadeWeaponID(iId))
            {
                
RegisterHam(Ham_Item_HolsterszWeaponName"CBasePlayerItem_Holster", .Post true)
                
RegisterHam(Ham_Item_DeployszWeaponName"CBasePlayerItem_Deploy", .Post false)
            }
        }
    }

    
g_tCachedModels TrieCreate()
    for (new 
ieData[bw_player_models_s]; sizeof(PLAYER_MODEL_LIST); i++) 
    {
        
eData[iStyle] = PLAYER_MODEL_LIST[i][iStyle]
        
VecCopy(PLAYER_MODEL_LIST[i][aStyle1], eData[aStyle1])
        
VecCopy(PLAYER_MODEL_LIST[i][aStyle2], eData[aStyle2])

        
TrieSetArray(g_tCachedModelsPLAYER_MODEL_LIST[i][szPlayerModel], eDatabw_player_models_s)
    }
}

public 
plugin_precache() 
{
    
precache_model(BW_MODEL_NAME)
}

public 
CBasePlayerItem_AttachToPlayer(const pItem, const pPlayer)
{
    if (
pItem <= || !is_user_alive(pPlayer))
        return

    
SetModelByWeaponId(pItem)
    
SetModelPosByPlayerModel(pPlayerpItem)

    if (
get_pdata_cbase(pPlayer3735) != pItem
    {
        
set_pev(pItempev_effects0)
    }
}

public 
CBasePlayerItem_Deploy(const pItem)
{
    if (
pItem <= 0)
        return
    
    new 
any:iId get_pdata_int(pItem434)

    if (
iId == CSW_KNIFE
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), 3)
    }
    else if (
IsGrenadeWeaponID(iId)) 
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), 4)
    }
    else 
    {
        
set_pev(pItempev_effectsEF_NODRAW)
    }
}

public 
CBasePlayerItem_Holster(const pItem)
{
    if (
pItem <= 0)
        return
    
    new 
any:iId get_pdata_int(pItem434)

    if (
iId == CSW_KNIFE
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), -3)
    }
    else if (
IsGrenadeWeaponID(iId)) 
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), -4)
    }
    else
    {
        if (
pev(pItempev_modelindex) == 0
        {
            
SetModelByWeaponId(pItem)
            
SetModelPosByPlayerModel(get_pdata_cbase(pItem414), pItem)
        }
        
        
set_pev(pItempev_effects0)
    }
}

stock SetModelPosByWeaponType(const pPlayer, const iValue)
{
    if (!
IsPlayer(pPlayer))
        return
    
    new 
iDispBackItem get_pdata_cbase(pPlayer3685)
    while (
pev_valid(pBackItem))
    {
        
iDis pev(pBackItempev_controller_0);
        if (
iDis 0)
            
set_pev(pBackItempev_controller_0iDis iValue)    
        
        
pBackItem get_pdata_cbase(pBackItem424)
    }
}

stock SetModelByWeaponId(const pItem)
{
    
engfunc(EngFunc_SetModelpItemBW_MODEL_NAME)
    
set_pev(pItempev_bodyBW_MODEL_BODY_INDEX[get_pdata_int(pItem434)])
}

public 
client_PostThink(pPlayer)
{
    if (!
is_user_alive(pPlayer))
        return;
    
    new 
pBackItem get_pdata_cbase(pPlayer3685);

    if (!
pev_valid(pBackItem))
        return;
    
    new 
FxR,G,BRenderAmount
    get_user_rendering
(pPlayerFxR,G,BRenderAmount);
    
set_rendering(pBackItemFxR,G,BRenderAmount);
}

stock SetModelPosByPlayerModel(const pPlayer, const pItem)
{
    if (!
IsPlayer(pPlayer))
        return
    
    new 
eData[bw_player_models_s], szModel[32]
    
get_user_info(pPlayer"model"szModelcharsmax(szModel))
    
    if (
TrieGetArray(g_tCachedModelsszModeleDatabw_player_models_s))
    {
        for (new 
BW_CONTROLLER_DISTANCEBW_CONTROLLERSi++)
        {
            
set_pev(pItempev_controller_0 ieData[iStyle] == BW_STYLE1 eData[aStyle1][i] : eData[aStyle2][i])
        }
    }
    else
    {
        for (new 
BW_CONTROLLER_DISTANCEBW_CONTROLLERSi++) 
        {
            
set_pev(pItempev_controller_0 iBW_MODEL_DEFAULT_POS[i])
        }
    }
}

stock VecCopy(const vecIn[], vecOut[])
{
    for (new 
BW_CONTROLLER_DISTANCEBW_CONTROLLERSi++) 
    {
        
vecOut[i] = vecIn[i]
    }

Attached Files
File Type: zip backweapons_classic.zip (4.52 MB, 93 views)
__________________
МультиМод CS 83.222.97.124:27015


Last edited by MayroN; 09-04-2022 at 07:42.
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-05-2022 , 06:13   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #14

Quote:
Originally Posted by MayroN View Post
Got you sir
Then I will send you a version in a regular copy a little later - without Reapi

Edit:
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <fun>
#include <engine>

const GRENADES_BIT_SUM = ((<< any:CSW_HEGRENADE) | (<< any:CSW_SMOKEGRENADE) | (<< any:CSW_FLASHBANG))

#define IsPlayer(%1)                (1 <= %1 <= MaxClients)
#define IsGrenadeWeaponID(%1)         (GRENADES_BIT_SUM & (1 << any:%1))

enum any:BW_CONTROLLERS
{
    
BW_CONTROLLER_DISTANCE,
    
BW_CONTROLLER_HEIGHT,
    
BW_CONTROLLER_SLOPE,
    
BW_CONTROLLER_ANGLE
}

enum any:BW_STYLES
{
    
BW_STYLE1,
    
BW_STYLE2
}

enum bw_player_models_s szPlayerModel[32], iStyleaStyle1[BW_CONTROLLERS], aStyle2[BW_CONTROLLERS] }

new const 
BW_MODEL_NAME[] = "models/backweapons_classic/backweapons_classic.mdl"
new const BW_MODEL_DEFAULT_POS[BW_CONTROLLERS] = { 151510160 }

new const 
PLAYER_MODEL_LIST[][bw_player_models_s] =
{
    
// "modelname", style, { distance(0~40), height(-5~50), slope(-5~90), angle(0~360) } }

    
"sas_classic",            BW_STYLE1,    { 4154510 }, { 15330160 } },
    { 
"gign_classic",        BW_STYLE1,    { 4154510 }, { 12330160 } },
    { 
"gsg9_classic",        BW_STYLE1,    { 4154510 }, { 17330160 } },
    { 
"urban_classic",        BW_STYLE1,    { 4154510 }, { 11330160 } },

    { 
"terror_classic",        BW_STYLE1,    { 4154510 }, { 13330160 } },
    { 
"leet_classic",        BW_STYLE1,    { 4154510 }, { 20330160 } },
    { 
"guerillaclassic",        BW_STYLE1,    { 15154510 }, { 16330160 } },
    { 
"arctic_classic",        BW_STYLE1,    { 4154510 }, { 5,  330160 } }
}

new const 
BW_MODEL_BODY_INDEX[any:CSW_P90 1] =
{
    
0//
    
0// WEAPON_P228
    
0//
    
10,// WEAPON_SCOUT
    
0// WEAPON_HEGRENADE
    
11,// WEAPON_XM1014
    
0// WEAPON_C4
    
18,// WEAPON_MAC10
    
1// WEAPON_AUG
    
0// WEAPON_SMOKEGRENADE
    
0// WEAPON_ELITE
    
0// WEAPON_FIVESEVEN
    
16,// WEAPON_UMP45
    
8// WEAPON_SG550
    
6// WEAPON_GALIL
    
15,// WEAPON_FAMAS
    
0// WEAPON_USP
    
0// WEAPON_GLOCK18
    
3// WEAPON_AWP
    
4// WEAPON_MP5NAVY
    
14,// WEAPON_M249
    
12,// WEAPON_M3
    
7// WEAPON_M4A1
    
17,// WEAPON_TMP
    
13,// WEAPON_G3SG1
    
0// WEAPON_FLASHBANG
    
0// WEAPON_DEAGLE
    
9// WEAPON_SG552
    
2// WEAPON_AK47
    
0// WEAPON_KNIFE
    
5  // WEAPON_P90
}

new 
Trie:g_tCachedModels

public plugin_init()
{
    
register_plugin("BackWeapons CLASSIC""1.0""Vaqtincha")
    
    for (new 
any:iId CSW_P228szWeaponName[32]; iId <= CSW_P90iId++)
    {
        if (
get_weaponname(iIdszWeaponNamecharsmax(szWeaponName)))
        {
            if (
BW_MODEL_BODY_INDEX[iId] > 0)    
            {
                
RegisterHam(Ham_Item_AttachToPlayerszWeaponName"CBasePlayerItem_AttachToPlayer", .Post true)
            }
            if (
BW_MODEL_BODY_INDEX[iId] > || iId == CSW_KNIFE || IsGrenadeWeaponID(iId))
            {
                
RegisterHam(Ham_Item_HolsterszWeaponName"CBasePlayerItem_Holster", .Post true)
                
RegisterHam(Ham_Item_DeployszWeaponName"CBasePlayerItem_Deploy", .Post false)
            }
        }
    }

    
g_tCachedModels TrieCreate()
    for (new 
ieData[bw_player_models_s]; sizeof(PLAYER_MODEL_LIST); i++) 
    {
        
eData[iStyle] = PLAYER_MODEL_LIST[i][iStyle]
        
VecCopy(PLAYER_MODEL_LIST[i][aStyle1], eData[aStyle1])
        
VecCopy(PLAYER_MODEL_LIST[i][aStyle2], eData[aStyle2])

        
TrieSetArray(g_tCachedModelsPLAYER_MODEL_LIST[i][szPlayerModel], eDatabw_player_models_s)
    }
}

public 
plugin_precache() 
{
    
precache_model(BW_MODEL_NAME)
}

public 
CBasePlayerItem_AttachToPlayer(const pItem, const pPlayer)
{
    if (
pItem <= || !is_user_alive(pPlayer))
        return

    
SetModelByWeaponId(pItem)
    
SetModelPosByPlayerModel(pPlayerpItem)

    if (
get_pdata_cbase(pPlayer3735) != pItem
    {
        
set_pev(pItempev_effects0)
    }
}

public 
CBasePlayerItem_Deploy(const pItem)
{
    if (
pItem <= 0)
        return
    
    new 
any:iId get_pdata_int(pItem434)

    if (
iId == CSW_KNIFE
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), 3)
    }
    else if (
IsGrenadeWeaponID(iId)) 
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), 4)
    }
    else 
    {
        
set_pev(pItempev_effectsEF_NODRAW)
    }
}

public 
CBasePlayerItem_Holster(const pItem)
{
    if (
pItem <= 0)
        return
    
    new 
any:iId get_pdata_int(pItem434)

    if (
iId == CSW_KNIFE
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), -3)
    }
    else if (
IsGrenadeWeaponID(iId)) 
    {
        
SetModelPosByWeaponType(get_pdata_cbase(pItem414), -4)
    }
    else
    {
        if (
pev(pItempev_modelindex) == 0
        {
            
SetModelByWeaponId(pItem)
            
SetModelPosByPlayerModel(get_pdata_cbase(pItem414), pItem)
        }
        
        
set_pev(pItempev_effects0)
    }
}

stock SetModelPosByWeaponType(const pPlayer, const iValue)
{
    if (!
IsPlayer(pPlayer))
        return
    
    new 
iDispBackItem get_pdata_cbase(pPlayer3685)
    while (
pev_valid(pBackItem))
    {
        
iDis pev(pBackItempev_controller_0);
        if (
iDis 0)
            
set_pev(pBackItempev_controller_0iDis iValue)    
        
        
pBackItem get_pdata_cbase(pBackItem424)
    }
}

stock SetModelByWeaponId(const pItem)
{
    
engfunc(EngFunc_SetModelpItemBW_MODEL_NAME)
    
set_pev(pItempev_bodyBW_MODEL_BODY_INDEX[get_pdata_int(pItem434)])
}

public 
client_PostThink(pPlayer)
{
    if (!
is_user_alive(pPlayer))
        return;
    
    new 
pBackItem get_pdata_cbase(pPlayer3685);

    if (!
pev_valid(pBackItem))
        return;
    
    new 
FxR,G,BRenderAmount
    get_user_rendering
(pPlayerFxR,G,BRenderAmount);
    
set_rendering(pBackItemFxR,G,BRenderAmount);
}

stock SetModelPosByPlayerModel(const pPlayer, const pItem)
{
    if (!
IsPlayer(pPlayer))
        return
    
    new 
eData[bw_player_models_s], szModel[32]
    
get_user_info(pPlayer"model"szModelcharsmax(szModel))
    
    if (
TrieGetArray(g_tCachedModelsszModeleDatabw_player_models_s))
    {
        for (new 
BW_CONTROLLER_DISTANCEBW_CONTROLLERSi++)
        {
            
set_pev(pItempev_controller_0 ieData[iStyle] == BW_STYLE1 eData[aStyle1][i] : eData[aStyle2][i])
        }
    }
    else
    {
        for (new 
BW_CONTROLLER_DISTANCEBW_CONTROLLERSi++) 
        {
            
set_pev(pItempev_controller_0 iBW_MODEL_DEFAULT_POS[i])
        }
    }
}

stock VecCopy(const vecIn[], vecOut[])
{
    for (new 
BW_CONTROLLER_DISTANCEBW_CONTROLLERSi++) 
    {
        
vecOut[i] = vecIn[i]
    }

It's interesting, I'll work on the models
Edit: I did tests and I am surprised by the lower load that the server has, I think that adding an .ini, to be able to add support for custom player models, would make it excellent
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)


Last edited by SoulWeaver16; 09-05-2022 at 15:32.
SoulWeaver16 is offline
MayroN
Senior Member
Join Date: Aug 2017
Location: Kyiv
Old 09-06-2022 , 05:14   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #15

Yes man
act
__________________
МультиМод CS 83.222.97.124:27015

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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-06-2022 , 06:55   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #16

Well, it works well, I made the CZ models, it was a bit strange because the first time I tried them they were exaggeratedly large, but I feel that they did not fit me the exact proportion.
Attached Files
File Type: sma Get Plugin or Get Source (BackWeapons_edit.sma - 66 views - 6.8 KB)
File Type: zip backweapons_cz.zip (724.5 KB, 77 views)
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Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)

SoulWeaver16 is offline
MayroN
Senior Member
Join Date: Aug 2017
Location: Kyiv
Old 09-06-2022 , 09:54   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #17

However, you must release your own version of the plugin based on this plugin - what would be all in one - rifles, pistols, knife and grenades and all on CONTROLLERS!

Then it will be a complete and most accurate finale!
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МультиМод CS 83.222.97.124:27015

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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-06-2022 , 19:28   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #18

I'm having a problem with the controllers, and I don't know if the limitation is really real, if it refers to 6 per bone or 6 controllers in total
Because after adding 1 or 2 controllers the whole model is distorted hahaha
https://developer.valvesoftware.com/wiki/$controller
But I'm making progress
Attached Files
File Type: zip Sideweapons_cz.zip (424.9 KB, 67 views)
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)


Last edited by SoulWeaver16; 09-06-2022 at 19:28.
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MayroN
Senior Member
Join Date: Aug 2017
Location: Kyiv
Old 09-06-2022 , 19:55   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #19

You make 4 controllers

2 - let them be on rifles
2 - for pistols for example
So that you can move the guns sideways and up
In general, set the most necessary values ​​for movements and that's it
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МультиМод CS 83.222.97.124:27015

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iclassdon
AlliedModders Donor
Join Date: May 2006
Old 09-10-2022 , 14:50   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #20

I tried version 0.2. It's not precaching model "sideweapons0.2.mdl"

Also, it has some warnings when compiling. Otherwise, in-game its working great.

PHP Code:
scripting\SideWeapons0.2.sma(99) : warning 203symbol is never used"g_flash"
scripting\SideWeapons0.2.sma(105) : warning 203symbol is never used"g_useless" 
edit: Found that the file name was causing it not to precache. Removed a period sidewapons02.mdl and it worked.

Last edited by iclassdon; 09-10-2022 at 16:13.
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