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SetViewEntityBody 2


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RaZ_HU
Senior Member
Join Date: May 2015
Location: Hungary
Old 08-17-2019 , 10:04   Re: SetViewEntityBody 2
Reply With Quote #21

Nice plugin

Any possibilities that pev_skin could work inside this?

Last edited by RaZ_HU; 08-24-2019 at 04:38.
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DON KHAN 1
Senior Member
Join Date: Mar 2019
Location: Pakistan
Old 08-17-2019 , 10:51   Re: SetViewEntityBody 2
Reply With Quote #22

Nice Plugin
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thEsp
Veteran Member
Join Date: Aug 2017
Old 08-17-2019 , 11:09   Re: SetViewEntityBody 2
Reply With Quote #23

Quote:
Originally Posted by DON KHAN 1 View Post
Nice Plugin
Stop necroposting on useless aspects, this ain't a plugin destined for a specific task, but an API.
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DJEarthQuake
Veteran Member
Join Date: Jan 2014
Location: Astral planes
Old 08-17-2019 , 15:16   Re: SetViewEntityBody 2
Reply With Quote #24

Today I'm in the process of looking at already made examples w.r.t. adding sounds to skin push. Glad this was on top.
Code:
//Set here anims, sounds stock WeaponShootInfo(iEnt, iAnim, const szSoundEmpty[], const szSoundFire[], iAutoShoot, iWeaponType)
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 06-09-2021 , 14:08   Re: SetViewEntityBody 2
Reply With Quote #25

Can the range from "0 and 1" be changed to "0 to 9"?
Is that, I am preparing the CS 1.6 models with submodel of each class
I know it's hard, but you could use the joinclass 1-5 command to define the individual parameter, or use like CS Xtreme, which has a nst_player.ini file
Code:
; ------------------------------------
; NST Class Player Setting File
; ------------------------------------

; If you want your models to have accurate hitboxes, try enabling this.
; Note: make sure your models don't have messed up hitboxes, otherwise
; this setting might cause your server insane cpu usage and lag!
SET_MODEL_INDEX = 0

[name]Terror[model]terror[team]1[sex]1[hand]0
[name]Leet[model]leet[team]1[sex]1[hand]0
[name]Arctic[model]arctic[team]1[sex]1[hand]0
[name]Guerilla[model]guerilla[team]1[sex]1[hand]0
[name]Militia[model]militia[team]1[sex]1[hand]0
[name]Asia Red Army[model]ara[team]1[sex]1[hand]0
[name]Jennifer[model]jennifer[team]1[sex]2[hand]1
[name]National Liberation Campaign[model]nlc[team]1[sex]1[hand]0
[name]Red Beret Condottiere[model]rbc[team]1[sex]1[hand]0
[name]Ritsuka[model]ritsuka[team]1[sex]2[hand]1
[name]Yuri[model]yuri[team]1[sex]2[hand]1
[name]Vigilante Corps[model]vc[team]1[sex]1[hand]0
[name]David Black[model]davidblack[team]1[sex]1[hand]0
[name]JP Girl[model]jpngirl01[team]1[sex]2[hand]1
[name]bl_omoh[model]bl_omoh[team]1[sex]1[hand]0
[name]bl_sas[model]bl_sas[team]1[sex]1[hand]0
[name]bl_spop[model]bl_spop[team]1[sex]2[hand]1
[name]bl_guerilla[model]bl_guerilla[team]1[sex]1[hand]0
[name]spade[model]Spade[team]1[sex]1[hand]0

[name]Urban[model]urban[team]2[sex]1[hand]0
[name]Gsg9[model]gsg9[team]2[sex]1[hand]0
[name]Sas[model]sas[team]2[sex]1[hand]0
[name]Gign[model]gign[team]2[sex]1[hand]0
[name]Spetsnaz[model]spetsnaz[team]2[sex]1[hand]0
[name]707[model]707[team]2[sex]1[hand]0
[name]Choijiyoon[model]choijiyoon[team]2[sex]2[hand]1
[name]Criss[model]criss[team]2[sex]2[hand]1
[name]Magui[model]magui[team]2[sex]1[hand]0
[name]Natasha[model]natasha[team]2[sex]2[hand]1
[name]Sat[model]sat[team]2[sex]1[hand]0
[name]Sozo[model]sozo[team]2[sex]1[hand]0
[name]Gerrard[model]gerrard[team]2[sex]1[hand]0
[name]China Girl[model]chngirl01[team]2[sex]2[hand]1
[name]gr_omoh[model]gr_omoh[team]2[sex]1[hand]0
[name]gr_sas[model]gr_sas[team]2[sex]1[hand]0
[name]gr_spop[model]gr_spop[team]2[sex]2[hand]1
[name]gr_swat[model]gr_swat[team]2[sex]1[hand]0
[name]Hunter[model]Hunter[team]2[sex]1[hand]0
Which better defines the submodel that each player will use, and it works well as a spectator, etc.
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Celena Luna
Veteran Member
Join Date: Aug 2013
Location: Nagazora
Old 06-10-2021 , 02:54   Re: SetViewEntityBody 2
Reply With Quote #26

Quote:
Originally Posted by SoulWeaver16 View Post
Can the range from "0 and 1" be changed to "0 to 9"?
Is that, I am preparing the CS 1.6 models with submodel of each class
I know it's hard, but you could use the joinclass 1-5 command to define the individual parameter, or use like CS Xtreme, which has a nst_player.ini file

Which better defines the submodel that each player will use, and it works well as a spectator, etc.
It is possible with this plugin with some edit (I tried and it work) but unless you only want it for normal weapon only, I wouldn't recommend using this plugin since it WILL break a lot of weapon plugins, specially those write by Dias.
You need to learn how to make the weapon and have to edit a lot to make it work again.

CS Xtreme used NST Weapon system which is super old at this point and a lot have changed in the core of CS 1.6 so that way will bug on newer CS version.

P/S: NST doesn't use joinclass 1-5 to change hand/model, they just change after player spawn.
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Last edited by Celena Luna; 06-10-2021 at 02:55.
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VINAGHOST
Member
Join Date: Aug 2016
Location: Việt Nam
Old 08-25-2021 , 07:06   Re: SetViewEntityBody 2
Reply With Quote #27

Quote:
Originally Posted by 1xAero View Post
Yes. I'll do that.
I'm not sure you send it to her in private yet. But can you share pls?
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 11-05-2021 , 13:27   Re: SetViewEntityBody 2
Reply With Quote #28

Quote:
Originally Posted by Celena Luna View Post
It is possible with this plugin with some edit (I tried and it work) but unless you only want it for normal weapon only, I wouldn't recommend using this plugin since it WILL break a lot of weapon plugins, specially those write by Dias.
You need to learn how to make the weapon and have to edit a lot to make it work again.

CS Xtreme used NST Weapon system which is super old at this point and a lot have changed in the core of CS 1.6 so that way will bug on newer CS version.

P/S: NST doesn't use joinclass 1-5 to change hand/model, they just change after player spawn.
I see, it is still a great job, my intention was to compile the v_ models with several skins and instead of changing hands, change the skin
At the time I got to compile several skins in a single model
The problem is that I did not know how to make the plugin detect each skin to match it to a number
Code:
[name]Terror[model]terror[team]1[hand]0
[name]Leet[model]leet[team]1[hand]1
[name]Arctic[model]arctic[team]1[hand]2
[name]Guerilla[model]guerilla[team]1[hand]0
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WesT_007
New Member
Join Date: Jun 2022
Location: Brazil
Old 06-05-2022 , 14:38   Re: SetViewEntityBody 2
Reply With Quote #29

Hi! This plugin still work on recents AMX versions? I installed it on AMX 1.9 and it only shows the weapons that are in the models/weapons folder but it doesn't change the bodygroups
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 07-26-2022 , 18:26   Re: SetViewEntityBody 2
Reply With Quote #30

Is there a way to use skins instead of submodels?
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