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WeaponMod 1.0 Omega


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wickedd
Veteran Member
Join Date: Nov 2009
Old 02-04-2013 , 14:30   Re: WeaponMod 1.0 Omega
Reply With Quote #131

Remove the plugin.
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s0cks
Member
Join Date: Sep 2011
Old 02-04-2013 , 16:03   Re: WeaponMod 1.0 Omega
Reply With Quote #132

but i need this 2 plugins :/
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wickedd
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Join Date: Nov 2009
Old 02-04-2013 , 18:50   Re: WeaponMod 1.0 Omega
Reply With Quote #133

Then what is the problem? You said
Quote:
Originally Posted by s0cks View Post
i get all money from dead people. where i can remove this function? i dont need money from dead people, I want only frag +1
Just remove the plugin that you linked to or explain better what your problem is.
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indradullanov
Member
Join Date: Sep 2012
Location: Indonesian
Old 03-22-2013 , 06:12   Re: WeaponMod 1.0 Omega
Reply With Quote #134

nice plugin ,,, do you can add goldenak ? and how to work in base builder plugin? thx before
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Storas1337
Senior Member
Join Date: Apr 2009
Location: Lithuania
Old 12-26-2013 , 19:07   Re: WeaponMod 1.0 Omega
Reply With Quote #135

hey guys i know that plug dead, but im looking for help anybody know what to need add to code that result in window braking?
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DimiDarknez
New Member
Join Date: Jun 2010
Old 06-14-2015 , 09:52   Re: WeaponMod 1.0 Omega
Reply With Quote #136

Damn this plugin does indeed give me the nostalgia.
Have the Space-Headed forums been permanently erased/moved? I would really like to get back into doing this.
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sthts112
New Member
Join Date: Mar 2016
Old 08-02-2016 , 06:21   Re: WeaponMod 1.0 Omega
Reply With Quote #137

now working? in svencoop?

i want weaponmod amxx in sven..

if work.. what should i need? what's version?...

-maybe i saying someshit.. then srry about it. eng lang is immature yet.-
im korean.

Last edited by sthts112; 08-02-2016 at 06:27.
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TFCDRDEATH
Member
Join Date: Nov 2017
Old 01-13-2018 , 16:19   Re: WeaponMod 1.0 Omega
Reply With Quote #138

Quote:
Originally Posted by DevconeS View Post
1.0 Omega
------------------------------------------------------
Current status
Stable version : 1.0 Omega
Supported Mods : 5
Default weapons : 4
Default Addons : 4
------------------------------------------------------
Description
Well, WeaponMod is an AMX Mod X plugin which adds new weapons to any mod, as long as it's supported (watch the list of supported mods below).
WeaponMod itself does nothing else than handling the installed and registered weapons, it even doesn't provide weapons to the players! Don't be shocked. WeaponMod has a system which allows developers adding various functions to WeaponMod by building external plugins called addons. By default, WeaponMod comes with 2 addons which are able to hand out weapons to players, the buysystem and the weapon giver.
In the original package, there are 3 weapons provided.

A small documentation is available here (also included in package).
------------------------------------------------------
Supported Mods
  • Counter-Strike 95%
    • Weaponlist missing
  • Condition Zero 95% (partically tested)
    • Weaponlist missing
    • Did you test it? Let us know it!
  • The Specialists 85%
    • Weaponlist missing
    • Speed dependant on free/used slots missing
  • Day of Defeat 70%
    • Weaponlist missing
    • Ammo display missing
  • Team Fortress Classic 95% (partically tested)
    • Weaponlist missing
    • Did you test it? Let us know it!
Want another mod to be supported? Either write your own gameinfo plugin or request it in the request forums.
------------------------------------------------------
Default WeaponsDefault Addons
  • XStats Support
    Adds support for the statistic modules CSX, TSX and DODX.
  • Buysystem
    Allows players to buy weapons. (mod specific)
  • Weapon Giver
    Allows admins giving weapons to players manually.
  • Weapon Arena
    Gives each new round a random weapon to all players.
------------------------------------------------------
Credits
Arkshine
Orangutanz
KCE
------------------------------------------------------
If you are a developer and want to build a weapon? It might be useful taking a look into one of weapons provided with WeaponMod, searching the weapon forums or just kindly ask for help in the scripting help forums. Search before you post, it might have been asked before.
If you want to take a quick look in WeaponMod's big API, without downloading the full package, you can watch its available natives, forwards, constants and stocks including comments by clicking here, just open the file you need.
You're sure wondering, why use WeaponMod if you're able to build such weapons yourself? Good question. Never have been asked for adding support for another Half-Life mod beside the available one? No? You've been sure thinking about the troubles that will come up if there are any other 3rd party weapons beside yours installed.
WeaponMod handles all these things internally. It makes it possible to players to carry more than just 1 special weapon, your weapon will work with multiple mods and it's even possible to hack WeaponMod's functionality by writing addons.


PS: Still want this as a module?






how do I install this on team fortress classic , ive DL all of the files and put them on my server but hasn't seem to add any new weapons??
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TheVaskov
Member
Join Date: Sep 2021
Location: Russia
Old 10-15-2021 , 05:05   Re: WeaponMod 1.0 Omega
Reply With Quote #139

Weaponmod 1.2a by Devcones try to set on
Day of Defeat (steam)


Slot fix
Now your weapon is on Primary slot (not knife, not pistol but you can made it)
Problmes:
  • You must have donor weapon in your inventory
  • Clip and ammo affect on Ammo hud Fix
  • p_model can't be from base ID , it crushes server
  • another p_model players will see in your arms when you drop Custom weapon
  • If WEAPON_INDEX == WEAPON COMMAND you can use 2 primary weapons and choose in game
  • I don't know how it works in CStrike , but there is no player animation.
  • Players run wit rifles but not using reload sequence or shoot , and there is not shooting lights
Instruction:
Open
"wpn_gameinfo_dod.sma"
Read comments from my code
Find and replace part of code
Code:
// GameInfos
#define MAX_WEAPONS		2	// Amount of weapons that should be replaced
new const WEAPON_INDEX[MAX_WEAPONS] = {10, 5}			// Weapon Index of the weapon that should be replaced = BASE for Cutom weapon
new const Float:WEAPON_RUN_SPEED[MAX_WEAPONS] = {600.0, 600.0}		// Run speed of the replaced weapon
new const WEAPON_COMMAND[MAX_WEAPONS][] = {"weapon_luger", "weapon_amerknife"}	// Command to take the weapon IF YOU DONT HAVE BASE ID WPN
new const WEAPON_V_MODEL[MAX_WEAPONS][] = {"models/v_98k.mdl", "models/v_garand.mdl"}		// v_model after you drop Custom weapon
new const WEAPON_P_MODEL[MAX_WEAPONS][] = {"models/p_luger.mdl", "models/p_colt.mdl"}		// p_model after dropped Custom weapon
Decals need to customize for using DODdecals shots and etc...


Ammo hud fix
This is not true fix:
  • It makes clip ammo digits near the clip hud sprite (left down corner or custom place) like 13/90 or 5/40 ... etc...
  • You can choose standart sprite icon of clip (ammo)
  • Sprite images shows count clip of weapon which you choose in WEAPON_INDEX[MAX_WEAPONS] = {10, 5}

    Instruction:
Open "wpn_gameinfo_dod.sma"
Find "// User Messages" make new stroke "new g_msgCurWeapon"
Find "public plugin_init()" in // User Messages , make new stroke "g_msgCurWeapon = get_user_msgid("CurWeapon")
Find function "public wpn_gi_update_ammo(id, wpnid, pAmmo, sAmmo)"
Remake to
Code:
public wpn_gi_update_ammo(id, wpnid, clip, ammo)
{	
	message_begin(MSG_ONE, g_msgCurWeapon, {0, 0, 0}, id)
	write_byte(1)
	write_byte(20)                                       // ID SPRITE GUN + CROSSHAIR   20 = m1carbine
        write_byte(clip)                                      // this must change spprites but it now works in DOD , that's why I use next 
	message_end()
	
	set_hudmessage(190, 255, 190, 0.9, 0.89, .effects= 1 , .holdtime= 3.0)                            // color,position, time
	show_hudmessage(0, "%d / %d ", clip, ammo)                                    // contained info  %d digits clip , digits ammo 
}
It works for all weapons, If you want custom hud sprite for every weapon, in
"wpn_yourweapon.sma" make this function and customize it.

Draft Test Weapon USSR SVT40 with Half Life scope FOV 65 in attachments
based on abakan\m4a1 weapon which I found in weaponmod topic
You must create some models and sounds , which I type in .sma

________
So If you know
how activate hud update for CurWeapon
how send player animation or player event in plugin for activate animation and shoot lights
how or something usefull please wellcome.
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