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[CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)


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blue zebra
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Join Date: Jun 2010
Old 04-13-2012 , 05:05   Re: [CS:S] No Head Shake v1.0.0 (Updated: 4/12/12)
Reply With Quote #11

Quote:
Originally Posted by thetwistedpanda View Post
That looks like incompatibility with something else you're currently running. This plugin doesn't have anything to do with models/colors. The code itself is quite simple...
Maybe. I try the Peace-Maker's version too.
http://forums.alliedmods.net/showpos...74&postcount=4
That plugin works for me without any problem.
Thanks for your work.
Br.
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Bacardi
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Location: mom's basement
Old 04-13-2012 , 05:23   Re: [CS:S] No Head Shake v1.0.0 (Updated: 4/12/12)
Reply With Quote #12

@thetwistedpanda
It's "m_vecPunchAngle", not "m_vecPunchAngleVel"

Best regards your bully.
Quote:
Originally Posted by thetwistedpanda View Post
http://forums.alliedmods.net/showthread.php?p=1687371

*Edit: Bah, looks like Barcardi beat me to it*
*edit
Team mate is invisible when shoot it.
And give errors my own console
mod_studio: MOVETYPE_FOLLOW with no model.
*edit
I think this cause it, Prop_Data
I changed to Prop_Send worked.

Last edited by Bacardi; 04-13-2012 at 07:53. Reason: nvm
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thetwistedpanda
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Old 04-13-2012 , 08:42   Re: [CS:S] No Head Shake v1.0.0 (Updated: 4/12/12)
Reply With Quote #13

@Bacardi -- both methods stop the head shake. I've been using m_vecPunchAngleVel w/ Prop_Data in BuildWars for months without issue. I'll fiddle with it and see what's causing the incompatibility this weekend.

*Edit: Had some spare time before I had to leave. Oddly enough, this plugin doesn't function the way it does in my mod. I'd imagine it has something to do with the player models / collision we use. Running through the tests, it seems Prop_Send is necessary to resolve the invisible, and the second m_VecPunchAngle is necessary to stop the black models. >.<, Revision 1.0.1 uploaded.*
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Last edited by thetwistedpanda; 04-13-2012 at 09:01.
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uK4160
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Join Date: Jan 2011
Old 04-13-2012 , 09:02   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #14

Testing was just done, uK approves ;)
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Bacardi
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Old 04-13-2012 , 09:11   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #15

In cs:s, nothing happens on "m_vecPunchAngleVel". Maybe other mods.
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thetwistedpanda
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Join Date: Sep 2008
Old 04-13-2012 , 09:12   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #16

Throw both into a PrintToChat in OnTakeDamage; both values are assigned floats and nulling out the Vel was sufficient enough for the feature. Like I said, I had been using this method in BuildWars for months without issue, but we also have different models, collision states are changed, and a few other factors could go into account as to why it doesn't work on a standard server.
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Last edited by thetwistedpanda; 04-13-2012 at 09:23.
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Bacardi
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Old 04-13-2012 , 10:07   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #17

Quote:
Originally Posted by thetwistedpanda View Post
Throw both into a PrintToChat in OnTakeDamage; both values are assigned floats and nulling out the Vel was sufficient enough for the feature....
plugin

chat output

Picture

And I see same result sv_cheats 1; cl_pdump "entity index"

But nvm anymore, you have added that in your plugin already.

*edit
OS windosw 7, steam/tools/source 2007 dedicated server/
Protocol version 21
Exe version 1.0.0.70 (cstrike)
Exe build: 15:40:45 Mar 23 2012 (4885) (310)

Last edited by Bacardi; 04-13-2012 at 16:13.
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thetwistedpanda
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Join Date: Sep 2008
Old 04-13-2012 , 10:15   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #18

I call witchery, I can get ~17000000000000000000000000 for vecPunchAngleVel on my server o.O.
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Ejziponken
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Join Date: Apr 2008
Old 03-04-2015 , 13:40   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #19

Could someone make this work for CSGO?
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iGANGNAM
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Join Date: Sep 2012
Location: Lithuania
Old 03-22-2015 , 12:24   Re: [CS:S] No Head Shake v1.0.1 (Updated: 4/13/12)
Reply With Quote #20

Does it work for CS:GO?
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