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


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Sev
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Join Date: May 2010
Old 02-14-2017 , 12:17   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2016)
Reply With Quote #71

Good work on this latest update.

I wonder if the witch itself can have other models?
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Lux
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Old 02-15-2017 , 14:31   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2016)
Reply With Quote #72

Quote:
Originally Posted by phoenix0001 View Post
http://pan.baidu.com/s/1nv59Vz7
http://pan.baidu.com/s/1covxvC

mmsource-1.10.7-git954-windows
sourcemod-1.8.0-git5969-windows
Don't worry about them warnings.

Quote:
Originally Posted by Sev View Post
Good work on this latest update.

I wonder if the witch itself can have other models?
Yes the witch works too
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kochiurun119
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Old 02-21-2017 , 22:05   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2017)
Reply With Quote #73

Missing model you can add.Common Test models/infected/common_test.mdl. Can you make plugin for Common Infected and Witch?
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Lux
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Old 02-21-2017 , 23:47   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2017)
Reply With Quote #74

Quote:
Originally Posted by kochiurun119 View Post
Missing model you can add.Common Test models/infected/common_test.mdl. Can you make plugin for Common Infected and Witch?
i have added it in the branch i'm working on but other infected models maybe delayed unless anyone know's how to force a ragdoll upon death?
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phoenix0001
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Join Date: Apr 2010
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Old 02-26-2017 , 04:22   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2017)
Reply With Quote #75

How to make ADMIN permissions for KICK players can use?
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I come from China, my English is poor
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Lux
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Old 02-26-2017 , 13:29   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2017)
Reply With Quote #76

Quote:
Originally Posted by phoenix0001 View Post
How to make ADMIN permissions for KICK players can use?
here use google translate to translate the page.

https://wiki.alliedmods.net/Adding_Admins_(SourceMod)

////////////////////////////////////////////////////////////////////////////////

Here is some little things i'v been working on



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Lux
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Old 03-01-2017 , 01:06   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2017)
Reply With Quote #77

Ignore the version jump i don't write this as i go along
1.7
optmised the model selection abit
you can now access the model menu while dead
Added Lmc Auto copys Glow entprops from base model
Added lower rendering mode to base models while they have overlay model(lower vertex count timocop's idea)
Added common_test.mdl to the random common pool
Added LightModels for francis and zoey
Added Survivor Ragdolls you may see 2 models if you don't use mr zero's ragdolls.
Added spawn text block once you have see what model you have once or used the menu will block the message on spawn for 1 round.
Changed how the overlay model ragdoll's should look more natural
Added blocked the lmc info txt while lmc is admin only.
Removed AIteams bool and added ai infected team custom model chance and survivor ai custom model chance
Added cvar for hiding the death model for suriviors who have a custom model
Added ragdolls to team survivor custom model
THanks mastermin for the little thirdperson bool update
Added lmc_hide_defib_model for ragdolls ect
Added considering spectating a player in first person will hide custom model from the spectator also.
Added lmc_spec_hide_bots when spectating bots in first person will hide the custom model
Updated Survivors sequence switch statment fix any sequence errors and hiding model while in thirdperson

Added LMC API
native LMC_HideClientOverlayModel(iEntity, bHide);
native LMC_GetEntityOverlayModel(iEntity);
native LMC_SetEntityOverlayModel(iEntity, String:sModel[PLATFORM_MAX_PATH]);
native LMC_GetClientOverlayModel(iClient);you
native LMC_SetClientOverlayModel(iClient, String:sModel[PLATFORM_MAX_PATH]);
forward LMC_OnClientModelChanged(iClient, iEntity, const String:sModel[PLATFORM_MAX_PATH]);
forward LMC_OnClientModelApplied(iClient, iEntity, const String:sModel[PLATFORM_MAX_PATH], bBaseReattach);
forward Action:LMC_OnClientModelAppliedPre(iClient, &iModel:type);
forward Action:LMC_OnClientModelSelected(iClient, String:sModel[PLATFORM_MAX_PATH]);
forward LMC_OnClientModelDestroyed(iClient, iEntity);
native LMC_HideClientOverlayModel(iEntity, bHide);

Made 2 concept plugins
LMC_BlackAndWhite.sp
LMC_RandomWitch.sp

should give you an idea on how the API works, use it if you want

BigThankyou to timocop for helping me with the API setup and everything else

Update is here added alot of stuff and please thank timo with the API

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Sev
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Join Date: May 2010
Old 03-01-2017 , 05:44   Re: [L4D2]Left 4 Dead 2 Model Changer(1.3 - 13/02/2017)
Reply With Quote #78

Quote:
Originally Posted by Ludastar View Post
here use google translate to translate the page.

https://wiki.alliedmods.net/Adding_Admins_(SourceMod)

////////////////////////////////////////////////////////////////////////////////

Here is some little things i'v been working on



Oh man, different models for commons!

Can't wait for that update.
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Lux
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Location: Cat
Old 03-07-2017 , 21:14   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.1 - 02/03/2017)
Reply With Quote #79

Hello can anyone confirm a bug reported to be with
lmc_hide_defib_model being 0, 1 or 2
bill is getting defibbed all the time rather than the rest of the team?
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NgBUCKWANGS
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Join Date: Dec 2014
Old 03-08-2017 , 21:36   Re: [L4D2]Left 4 Dead 2 Model Changer(1.7.1 - 02/03/2017)
Reply With Quote #80

Quote:
Originally Posted by Ludastar View Post
Hello can anyone confirm a bug reported to be with
lmc_hide_defib_model being 0, 1 or 2
bill is getting defibbed all the time rather than the rest of the team?
I haven't had any reports nor seen any problems with this cvar at 2.
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