Does this plugin still work under linux? just tried it on a www.gameservers.com dedicated server which is linux and it didnt work, the admin commands dont register and the values i edit dont update in the game.
Let me know if anyone knows a fix or has the same issue.
Hey guys,complete newbie here. I downloaded and installed the plugin,and it detects in sm plugins list and everything. I dont know if im configuring it wrong,but when i edit the data file for weapons in sourcemod/data,so for example i set 60 bullets for weapon_rifle,absolutely nothing changes. Im not sure if im configuring it properly,but i just changed the clip size to 60,and nothing changed. I need help setting up the plugin,changing some clip sizes,damage and reload time. All help is appreciated.
Thanks
Last time someone had a similar problem, their .cfg file was invalid, may you share your config? the file that you edited the 60 rifle bullet.
Also check if there is something on the error log folder of sourcemod related to this plugin.
Last time someone had a similar problem, their .cfg file was invalid, may you share your config? the file that you edited the 60 rifle bullet.
Also check if there is something on the error log folder of sourcemod related to this plugin.
Hi,there are no errors in logs of sourcemod. Here is my config sourcemod/data
Code:
// These examples are from L4D2. Extract the mission.txt and weapon.txt files from your games VPK archives to find keynames and what's possible.
"weapon_info"
{
// The "all" section must be above map specific sections. Any partial matching map names will overwrite duplicate data from the "all" section.
"all"
{
// ====================================================================================================
// MELEE WEAPONS DATA EDITING
// ====================================================================================================
/*
// Makes the knife ignite zombies with fire instead of using the default damage type of "4" - slash.
"knife"
{
"damage_flags" "8"
}
"fireaxe"
{
}
"frying_pan"
{
}
"machete"
{
}
"baseball_bat"
{
}
"crowbar"
{
}
"cricket_bat"
{
}
"tonfa"
{
}
"katana"
{
}
"electric_guitar"
{
}
"golfclub"
{
}
"pitchfork"
{
}
"shovel"
{
}
// */
// ====================================================================================================
// WEAPONS DATA EDITING
// ====================================================================================================
/* Ammo count example:
"weapon_pistol"
{
"clip_size" "20"
}
"weapon_pistol_magnum"
{
"clip_size" "10"
}
// */
// L4D2 data:
// Games default values are shown.
// Clip size, reload duration, interval between shots, damage, damage range and damage range drop off.
// The key "ReloadDuration" is missing from many weapons, the game uses "2.0" as default value (it seems).
/*
// Melee:
"weapon_chainsaw"
{
"clip_size" "30"
"ReloadDuration" "2.0"
"CycleTime" "0.175"
"Damage" "36"
}
"weapon_melee"
{
"ReloadDuration" "2.0"
"CycleTime" "0.175"
"Damage" "36"
}
// Pistols:
"weapon_pistol"
{
"clip_size" "15"
"ReloadDuration" "2.0"
"CycleTime" "0.175"
"Damage" "36"
"Range" "2500"
"RangeModifier" "0.75"
}
"weapon_pistol_magnum"
{
"clip_size" "8"
"ReloadDuration" "2.0"
"CycleTime" "0.3"
"Damage" "80"
"Range" "3500"
"RangeModifier" "0.75"
}
// Shotguns:
"weapon_autoshotgun"
{
"clip_size" "10"
"ReloadDuration" "0.396"
"CycleTime" "0.15"
"Damage" "23"
"Range" "3000"
"RangeModifier" "0.7"
}
"weapon_pumpshotgun"
{
"clip_size" "8"
"ReloadDuration" "0.473"
"CycleTime" "0.5"
"Damage" "25"
"Range" "3000"
"RangeModifier" "0.7"
}
"weapon_shotgun_chrome"
{
"clip_size" "8"
"ReloadDuration" "0.473"
"CycleTime" "0.5"
"Damage" "31"
"Range" "3000"
"RangeModifier" "0.7"
}
"weapon_shotgun_spas"
{
"clip_size" "10"
"ReloadDuration" "0.396"
"CycleTime" "0.15"
"Damage" "28"
"Range" "3000"
"RangeModifier" "0.7"
}
// SMG:
"weapon_smg"
{
"clip_size" "50"
"ReloadDuration" "1.5"
"CycleTime" "0.0625"
"Damage" "20"
"Range" "2500"
"RangeModifier" "0.84"
}
"weapon_smg_mp5"
{
"clip_size" "50"
"ReloadDuration" "2.0"
"CycleTime" "0.075"
"Damage" "24"
"Range" "2500"
"RangeModifier" "0.84"
}
"weapon_smg_silenced"
{
"clip_size" "50"
"ReloadDuration" "2.0"
"CycleTime" "0.0625"
"Damage" "25"
"GainRange" "900"
"Range" "2200"
}
// Rifles:
"weapon_rifle"
{
"clip_size" "60"
"ReloadDuration" "2.0"
"CycleTime" "0.0875"
"Damage" "33"
"Range" "3000"
"RangeModifier" "0.97"
}
"weapon_rifle_ak47"
{
"clip_size" "60"
"ReloadDuration" "2.0"
"CycleTime" "0.13"
"Damage" "58"
"Range" "3000"
"RangeModifier" "0.97"
}
"weapon_rifle_desert"
{
"clip_size" "60"
"ReloadDuration" "2.0"
"CycleTime" "0.07"
"Damage" "44"
"Range" "3000"
"RangeModifier" "0.97"
}
"weapon_rifle_sg552"
{
"clip_size" "50"
"ReloadDuration" "2.0"
"CycleTime" "0.0825"
"Damage" "33"
"Range" "3000"
"RangeModifier" "0.97"
}
// Snipers:
"weapon_hunting_rifle"
{
"clip_size" "15"
"ReloadDuration" "2.0"
"CycleTime" "0.25"
"Damage" "90"
"Range" "8192"
"RangeModifier" "1.0"
}
"weapon_sniper_awp"
{
"clip_size" "20"
"ReloadDuration" "2.0"
"CycleTime" "1.05"
"Damage" "115"
"Range" "8192"
"RangeModifier" "1.0"
}
"weapon_sniper_military"
{
"clip_size" "30"
"ReloadDuration" "2.0"
"CycleTime" "0.25"
"Damage" "90"
"Range" "8192"
"RangeModifier" "1.0"
}
"weapon_sniper_scout"
{
"clip_size" "15"
"ReloadDuration" "2.0"
"CycleTime" "0.9"
"Damage" "90"
"Range" "8192"
"RangeModifier" "1.0"
}
// Big guns:
"weapon_grenade_launcher"
{
"clip_size" "1"
"ReloadDuration" "-1"
"CycleTime" "0.5"
"Damage" "33"
"Range" "3000"
"RangeModifier" "0.97"
}
"weapon_rifle_m60"
{
"clip_size" "150"
"ReloadDuration" "2.0"
"CycleTime" "0.11"
}
// */
// ====================================================================================================
// CHAINSAW BOTS:
// ====================================================================================================
// Requirements: Chainsaw vScripts needs to be added?
// Allow bots to carry and use chainsaws? Untested.
/*
"weapon_chainsaw"
{
"WeaponType" "pistol"
"Tier" "2" // valid entries are 0, 1, 2
"primary_ammo" "None"
"secondary_ammo" "AMMO_TYPE_CHAINSAW"
// Not required?
"CharacterViewmodelAddon/Manager" "models/weapons/arms/v_arms_louis.mdl"
"CharacterViewmodelAddon/Biker" "models/weapons/arms/v_arms_francis.mdl"
"CharacterViewmodelAddon/TeenGirl" "models/weapons/arms/v_arms_zoey.mdl"
"CharacterViewmodelAddon/NamVet" "models/weapons/arms/v_arms_bill.mdl"
}
// */
// Special Infected weapons:
/*
"weapon_hunter_claw"
{
// Terror-specific Data --------------------
"VerticalPunch" "3"
"SpreadPerShot" "20" //reduced from 30
"MaxSpread" "5"
"SpreadDecay" "5"
"MinDuckingSpread" "0"
"MinStandingSpread" "0.8"
"MinInAirSpread" "2.5" //increased accuracy
"MaxMovementSpread" "1.5" //increased accuracy
"PelletScatterPitch" "4.0" //increased accuracy
"PelletScatterYaw" "8.5" //decreased accuracy
"ReloadDuration" "0.396"
"AddonAttachment" "primary"
"team" "survivor"
"Tier" "2" // valid entries are 0, 1, 2
"ResponseRulesName" "AutoShotgun"
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_shotgun"
// Used in the music system when this weapon fires
"MusicDynamicSpeed" "1.5"
"DisplayName" "#L4D_Weapon_AutoShotgun"
"DisplayNameAllCaps" "#L4D_Weapon_AutoShotgun_CAPS"
// 360 Terror Data
"MaxAutoAimDeflection1" "10.0"
"MaxAutoAimRange1" "0"
//This value determines how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
"WeaponAutoAimScale" "1.0"
// End Terror-specific Data ----------------
"Rumble" "5"
"MaxPlayerSpeed" "240"
"WeaponType" "shotgun"
"WeaponPrice" "3000"
"WeaponArmorRatio" "1.0"
"CrosshairMinDistance" "9"
"CrosshairDeltaDistance" "4"
"Team" "ANY"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "xm1014"
"MuzzleFlashScale" "1.3"
"CanEquipWithShield" "0"
// Weapon characteristics:
"PenetrationNumLayers" "2"
"PenetrationPower" "30"
"PenetrationMaxDistance" "500"
"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range
"Damage" "23"
"Range" "3000"
"RangeModifier" "0.7"
"Bullets" "11"
"CycleTime" "0.15"
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Auto Shotgun"
"playermodel" "models/w_models/weapons/w_autoshot_m4super.mdl"
"viewmodel" "models/v_models/v_autoshotgun.mdl"
// "CharacterViewmodelAddon"
// {
"CharacterViewmodelAddon/Coach" "models/weapons/arms/v_arms_coach_new.mdl"
"CharacterViewmodelAddon/Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl"
"CharacterViewmodelAddon/Producer" "models/weapons/arms/v_arms_producer_new.mdl"
"CharacterViewmodelAddon/Gambler" "models/weapons/arms/v_arms_gambler_new.mdl"
// }
"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"
"clip_size" "10" //increased from 9
"primary_ammo" "None"
"secondary_ammo" "AMMO_TYPE_AUTOSHOTGUN"
"weight" "20"
"item_flags" "0"
"LoadoutSlots" "2"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
// SoundData
// {
"SoundData/single_shot" "AutoShotgun.Fire"
"SoundData/shoot_incendiary" "AutoShotgun.FireIncendiary"
// }
// Weapon Sprite data is loaded by the Client DLL.
// TextureData
// {
// "weapon"
// {
"TextureData/weapon/file" "vgui/hud/iconsheet"
"TextureData/weapon/x" "0"
"TextureData/weapon/y" "448"
"TextureData/weapon/width" "192"
"TextureData/weapon/height" "64"
// }
// "ammo"
// {
"TextureData/ammo/file" "vgui/hud/iconsheet2"
"TextureData/ammo/x" "0"
"TextureData/ammo/y" "128"
"TextureData/ammo/width" "64"
"TextureData/ammo/height" "64"
// }
// "crosshair"
// {
"TextureData/crosshair/file" "sprites/crosshairs"
"TextureData/crosshair/x" "0"
"TextureData/crosshair/y" "48"
"TextureData/crosshair/width" "24"
"TextureData/crosshair/height" "24"
// }
// "autoaim"
// {
"TextureData/autoaim/file" "sprites/crosshairs"
"TextureData/autoaim/x" "0"
"TextureData/autoaim/y" "48"
"TextureData/autoaim/width" "24"
"TextureData/autoaim/height" "24"
// }
// }
// ModelBounds
// {
// Viewmodel
// {
"ModelBounds/Viewmodel/Mins" "-13 -3 -11"
"ModelBounds/Viewmodel/Maxs" "29 10 0"
// }
// World
// {
"ModelBounds/World/Mins" "-4 -8 -4"
"ModelBounds/World/Maxs" "30 8 6"
// }
// }
}
// */
}
// Supports matching partial map names, or multiple map names using comma separation
// /*
// Matches all chapters from Dead Center.
"c1m"
{
}
// Matches "c1m3_mall" (Dead Center - Mall chapter)
"c1m3"
{
}
// Matches "c1m2_streets" and "c1m3_mall" maps
"c1m2,c1m3"
{
}
// Matches L4D1 - No Mercy campaign
"l4d_hospital"
{
}
// */
}
Last edited by DarkDeviL; 12-12-2020 at 19:20.
Reason: Added CODE tags
Next time write inside a [ CODE ] tag, is better for understanding (check below)
So analyzing your file you did change the ammo rifle to 60, but the file attached in the main post is commented, you can check that by opening your file with notepad++, for example, and then changing the language to c++, you will see that your code is in "green", which means that is commented, or in other words, ignored.
Here in the forum, inside the CODE tag it will appear as orange.
Try this setting:
Spoiler
PHP Code:
// These examples are from L4D2. Extract the mission.txt and weapon.txt files from your games VPK archives to find keynames and what's possible. "weapon_info" { // The "all" section must be above map specific sections. Any partial matching map names will overwrite duplicate data from the "all" section. "all" { "weapon_rifle" { "clip_size" "60" "ReloadDuration" "2.0" "CycleTime" "0.0875" "Damage" "33" "Range" "3000" "RangeModifier" "0.97" }
// ==================================================================================================== // MELEE WEAPONS DATA EDITING // ==================================================================================================== /* // Makes the knife ignite zombies with fire instead of using the default damage type of "4" - slash. "knife" { "damage_flags" "8" } "fireaxe" { } "frying_pan" { } "machete" { } "baseball_bat" { } "crowbar" { } "cricket_bat" { } "tonfa" { } "katana" { } "electric_guitar" { } "golfclub" { } "pitchfork" { } "shovel" { } // */
// L4D2 data: // Games default values are shown. // Clip size, reload duration, interval between shots, damage, damage range and damage range drop off. // The key "ReloadDuration" is missing from many weapons, the game uses "2.0" as default value (it seems). /* // Melee: "weapon_chainsaw" { "clip_size" "30" "ReloadDuration" "2.0" "CycleTime" "0.175" "Damage" "36" } "weapon_melee" { "ReloadDuration" "2.0" "CycleTime" "0.175" "Damage" "36" }
// particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun"
// model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_shotgun"
// Used in the music system when this weapon fires "MusicDynamicSpeed" "1.5"
// 360 Terror Data "MaxAutoAimDeflection1" "10.0" "MaxAutoAimRange1" "0" //This value determines how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale. //You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance. "WeaponAutoAimScale" "1.0" // End Terror-specific Data ----------------
// Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "500" "CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) // SoundData // { "SoundData/single_shot" "AutoShotgun.Fire" "SoundData/shoot_incendiary" "AutoShotgun.FireIncendiary" // }
Next time write inside a [ CODE ] tag, is better for understanding (check below)
So analyzing your file you did change the ammo rifle to 60, but the file attached in the main post is commented, you can check that by opening your file with notepad++, for example, and then changing the language to c++, you will see that your code is in "green", which means that is commented, or in other words, ignored.
Here in the forum, inside the CODE tag it will appear as orange.
Try this setting:
Spoiler
PHP Code:
// These examples are from L4D2. Extract the mission.txt and weapon.txt files from your games VPK archives to find keynames and what's possible.
"weapon_info"
{
// The "all" section must be above map specific sections. Any partial matching map names will overwrite duplicate data from the "all" section.
"all"
{
"weapon_rifle"
{
"clip_size" "60"
"ReloadDuration" "2.0"
"CycleTime" "0.0875"
"Damage" "33"
"Range" "3000"
"RangeModifier" "0.97"
}
// ====================================================================================================
// MELEE WEAPONS DATA EDITING
// ====================================================================================================
/*
// Makes the knife ignite zombies with fire instead of using the default damage type of "4" - slash.
"knife"
{
"damage_flags" "8"
}
"fireaxe"
{
}
"frying_pan"
{
}
"machete"
{
}
"baseball_bat"
{
}
"crowbar"
{
}
"cricket_bat"
{
}
"tonfa"
{
}
"katana"
{
}
"electric_guitar"
{
}
"golfclub"
{
}
"pitchfork"
{
}
"shovel"
{
}
// */
// L4D2 data:
// Games default values are shown.
// Clip size, reload duration, interval between shots, damage, damage range and damage range drop off.
// The key "ReloadDuration" is missing from many weapons, the game uses "2.0" as default value (it seems).
/*
// Melee:
"weapon_chainsaw"
{
"clip_size" "30"
"ReloadDuration" "2.0"
"CycleTime" "0.175"
"Damage" "36"
}
"weapon_melee"
{
"ReloadDuration" "2.0"
"CycleTime" "0.175"
"Damage" "36"
}
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_shotgun"
// Used in the music system when this weapon fires
"MusicDynamicSpeed" "1.5"
// 360 Terror Data
"MaxAutoAimDeflection1" "10.0"
"MaxAutoAimRange1" "0"
//This value determines how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
"WeaponAutoAimScale" "1.0"
// End Terror-specific Data ----------------
// Weapon characteristics:
"PenetrationNumLayers" "2"
"PenetrationPower" "30"
"PenetrationMaxDistance" "500"
"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
// SoundData
// {
"SoundData/single_shot" "AutoShotgun.Fire"
"SoundData/shoot_incendiary" "AutoShotgun.FireIncendiary"
// }
God i feel so dumb... Thank you so much that fixed everything. So i guess now i just add weapons and things i wanna change belove the "all" mark?
Thanks,what an easy fix lol
The "VerticalPunch" value of the rifle cannot be changed, but the value of other guns can be changed. Can this problem be solved? Rifle cannot be changed, sniper rifle and shotgun can be changed
We've been using this to edit weapon models on certain maps, and have run into a few issues so far that only seem to affect the clients, but not the host.
The correct world model is not used for clients when the weapon is a pick-up, and when it is carried in third person by the client's character. It does appear for other characters correctly. Whenever the weapon is fired or switches to a different animation, it briefly flashes back to the original weapon model before swapping back to the correct one.
tried this config to make spas 12 shotgun into a Slug ammunition fed shotgun where there is 2 different shotguns the autoshotgun and the spas where 1 is standard buckshot and 1 is slug ammuntion in this case this 1 is slug however it doesnt work ingame does anyone know how to make this work ingame? as the commands i put in here arent in the text by default but they are in the weapon scripts file. anyone with experience on the subject of weapon scripts have any idea how to make this work ingame even if it involves adding the code in and recompiling? thx