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[L4D/L4D2]Lux's Model Changer(30/03/2020)


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kochiurun119
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Old 03-08-2017 , 21:54   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.1 - 02/03/2017)
Reply With Quote #81

Yeah. Can't wait for update plugin.
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Lux
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Old 03-23-2017 , 16:08   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.2 - 23/03/2017)
Reply With Quote #82

1.7.2
Fixed issue with only reviving bill with defib, mastermsind confirmed THANKS

Anymore bugs post please.
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kochiurun119
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Old 03-26-2017 , 00:21   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.2 - 23/03/2017)
Reply With Quote #83

No update for comon infected and witch ((
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Lux
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Old 04-08-2017 , 03:44   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.3 - 08/04/2017)
Reply With Quote #84

1.7.3
Fixed issue with infected ghosts being shown to survivors, thank NgBUCKWANGS for testing help.

Tunnlevision for optmization is what caused it


Quote:
Originally Posted by kochiurun119 View Post
No update for comon infected and witch ((
you can add models to commons or witches just use my API, LMC will handle all the hard work while
i'm sure someone would like to create a simple plugin for it?
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Last edited by Lux; 04-08-2017 at 03:48.
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Old 04-24-2017 , 01:27   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.3 - 08/04/2017)
Reply With Quote #85

I have a question for anyone.

Has anyone used the LMC API because I would like feedback if there are any improvements or suggestions that are in my capability?

PHP Code:
enum LMCModelType
{
    
LMCModelType_NoModel 1,
    
LMCModelType_WitchNormal,
    
LMCModelType_WitchBride,
    
LMCModelType_InfectedBoomer,
    
LMCModelType_InfectedBoomette,
    
LMCModelType_InfectedHunter,
    
LMCModelType_InfectedSmoker,
    
LMCModelType_InfectedRiotcop,
    
LMCModelType_InfectedMudman,
    
LMCModelType_NPCPilot,
    
LMCModelType_InfectedCeda,
    
LMCModelType_InfectedClown,
    
LMCModelType_InfectedJimmyGibs,
    
LMCModelType_InfectedFallenSurvivor,
    
LMCModelType_InfectedRandomCommon,
    
LMCModelType_SurvivorNick,
    
LMCModelType_SurvivorRochelle,
    
LMCModelType_SurvivorCoach,
    
LMCModelType_SurvivorEllis,
    
LMCModelType_SurvivorBill,
    
LMCModelType_SurvivorZoey,
    
LMCModelType_SurvivorFrancis,
    
LMCModelType_SurvivorLouis,
    
LMCModelType_InfectedTank,
    
LMCModelType_InfectedTankDLC3,
}


/**
*    Show and Hide Client overlay models.
*    Note@If client changes model with menu that could effect the hidden toggle.
*
*    @param     iClient        Client Index
*    @param    bHide        true = hide \ false = unhide (toggle effect)
*    @return true        If action was successful false othewise.
*/
native LMC_HideClientOverlayModel(iEntitybHide);

/**
*    @note Entity Overlays have different array from Client overlays
*
*    @param     iEntity        Entity Index Gets entity model overlay
*    @return iEnt        Entity Index, -1 on invalid.
*/
native LMC_GetEntityOverlayModel(iEntity);

/**
*    @note Don't use this on Clients because it would not hide the model in Firstperson and is less securty for Clients if used.
*    @note if used on entities that don't have m_nGlowRange entprop could throw errors(i'm not sure).
*
*    @param     iEntity        Entity Index.
*    @param     sModel        Model Path of the model you wish to apply.
*    @no return
*/
native LMC_SetEntityOverlayModel(iEntityString:sModel[PLATFORM_MAX_PATH]);

/**
*    @param     iClient        Client Index.
*    @return iEntity        Entity Index, -1 on invalid.
*/
native LMC_GetClientOverlayModel(iClient);

/**
*    @note LMC_OnClientModelAppliedPre/LMC_OnClientModelSelected will be Skipped.
*
*    This cannot be blocked by plugin (unless LMC is modified)
*
*    @param     iClient        Client Index.
*    @param     sModel        Model Path of the model you wish to apply.
*    @no return
*/
native LMC_SetClientOverlayModel(iClientString:sModel[PLATFORM_MAX_PATH]);


/**
*    @note this is called instead of LMC_OnClientModelApplied if the overlay model already exists.
*
*    @param     iClient        Client Index.
*    @param     iEntity        Entity Index, of OverlayModel
*    @param     sModel        Model Path Of Entity.
*    @no return;
*/
forward LMC_OnClientModelChanged(iClientiEntity, const String:sModel[PLATFORM_MAX_PATH]);

/**
*    After Overlay model Applied
@    @Note This can be called twice On When a client is put in server.
*    @Note This is Called Instead of LMC_OnClientModelChanged if overlaymodel entity does not exist.
*    @Note This will be called if the base model is change(Client model) to stop messed up bones clientside, if you don't wan't this to be called Prevent the model from changing.
*
*    @param     iClient            Client Index.
*    @param     iEntity            Entity Index, of OverlayModel
*    @param     sModel            Model Path Of Entity.
*    @param     bBaseReattach    Was model reattach true if so, false otherwise(When the basemodel is changed to remove any clientside errors of missplaced bones)
*    @no return;
*/
forward LMC_OnClientModelApplied(iClientiEntity, const String:sModel[PLATFORM_MAX_PATH], bBaseReattach);

/**
*    Before LMC_OnClientModelApplied but after LMC_OnModelSelected
*    @note Cookie will have already besaved and won't effect and model won't be saved for next respawn.
*    You can only Set models  that are already defined in l4d2modelchanger use LMC_OnModelSelected
*    to use other models.
*
*    @note this will obey cvars set in l4d2modelchanger use LMC_OnModelSelected to change to any model
*
*    @param     iClient        Client Index.
*    @param     iModelType    ModelIndex    Refer to LMCModelType enum
*    @return    Plugin_Handled/Plugin_Stop to block, Plugin_Changed    to change model Index
*/
forward Action:LMC_OnClientModelAppliedPre(iClient, &LMCModelType:iModel);

/**
*    before Cookie saving and cvar checks
*    @note block this will not save the model the client has selected and cookie wont be updated.
*    @note LMC_OnClientModelAppliedPre wont be called if changing model here.
*    @note LMC_OnClientModelApplied will be called using this forward.
*
*    This Can not be blocked by plugin (unless LMC is modified)
*
*    @param     iClient        Client Index.
*    @param     sModel        return Plugin_Changed Model Path to change model
*    @return    Plugin_Handled/Plugin_Stop to block, Plugin_Changed    to change model to sModel
*/
forward Action:LMC_OnClientModelSelected(iClientString:sModel[PLATFORM_MAX_PATH]);

/**
*    @note This is Only called for Client models not for entity models
*
*    @param     iClient        Client Index who had the model.
*    @param     iEntity        Entity Index of OverlayModel
*    @no return
*/
forward LMC_OnClientModelDestroyed(iClientiEntity); 
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Last edited by Lux; 04-24-2017 at 01:27.
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PepeZukas
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Old 05-03-2017 , 11:07   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.3 - 08/04/2017)
Reply With Quote #86

When "lmc_adminonly 1" the menu does not work, when "lmc_adminonly 0" it works.

My server is properly configured admin permissions.

admin.cfg

Code:
Admins
{
	"PepeZukas"
	{
		"auth"		"steam"
		"identity"	"STEAM_X:X:XXXXXXXXX"
		"flags"	        "z"
        "immunity"      "99"
	}
}
admins_simple.ini

Code:
"STEAM_X:X:XXXXXXXXX"		"99:z"
*For obvious reasons this is not my real steam id. (STEAM_X:X:XXXXXXXXX).

Last edited by PepeZukas; 05-03-2017 at 11:17.
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Lux
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Old 05-05-2017 , 07:06   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.3 - 08/04/2017)
Reply With Quote #87

Quote:
Originally Posted by PepeZukas View Post
When "lmc_adminonly 1" the menu does not work, when "lmc_adminonly 0" it works.

My server is properly configured admin permissions.

admin.cfg

Code:
Admins
{
	"PepeZukas"
	{
		"auth"		"steam"
		"identity"	"STEAM_X:X:XXXXXXXXX"
		"flags"	        "z"
        "immunity"      "99"
	}
}
admins_simple.ini

Code:
"STEAM_X:X:XXXXXXXXX"		"99:z"
*For obvious reasons this is not my real steam id. (STEAM_X:X:XXXXXXXXX).
Hmmm.

Try "b" for generic admin

Code:
Admins
{
	"PepeZukas"
	{
		"auth"		"steam"
		"identity"	"STEAM_X:X:XXXXXXXXX"
		"flags"	        "zb"
        "immunity"      "99"
	}
}
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PepeZukas
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Join Date: Oct 2015
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Old 05-25-2017 , 10:19   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.3 - 08/04/2017)
Reply With Quote #88

Quote:
Originally Posted by Lux View Post
Hmmm.
Nope.

Still not working, menu shown, but options do not work when "lmc_adminonly 1" is set.

Last edited by PepeZukas; 05-25-2017 at 10:21. Reason: Correcting my bad english =P
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Lux
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Old 05-25-2017 , 18:44   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.3 - 08/04/2017)
Reply With Quote #89

1.7.4
Fixed issue with admin only mode where menu was displayed but model was not applied.

Quote:
Originally Posted by PepeZukas View Post
Nope.

Still not working, menu shown, but options do not work when "lmc_adminonly 1" is set.
Should work now.
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Mr.D
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Old 06-15-2017 , 08:03   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.4 - 24/05/2017)
Reply With Quote #90

Will this plugin work on L4D1? At least to change survivors' models to Common Infected and Witch? That would be great.
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