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SideWeapons v0.2 (New BackWeapons) [CS/CZ] {1 Sep 2022}


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kww
Senior Member
Join Date: Feb 2021
Location: Russia
Old 09-16-2022 , 14:09   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #21

Quote:
Originally Posted by MayroN View Post
You make 4 controllers

2 - let them be on rifles
2 - for pistols for example
So that you can move the guns sideways and up
In general, set the most necessary values ​​for movements and that's it
I think 4 controllers are not enough for all weapons. How to be with knife?

Spoiler
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Discord: kww#9951

Last edited by kww; 09-16-2022 at 17:32.
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MayroN
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Location: Kyiv
Old 09-16-2022 , 19:22   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #22

Quote:
Originally Posted by kww View Post
I think 4 controllers are not enough for all weapons. How to be with knife
I made a choice as I saw fit
If that's the case, let's have one controller each

1 - rifles
2 - pistols
3 - knife
4 - grenades
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SoulWeaver16
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Join Date: May 2021
Location: Uruguay
Old 09-16-2022 , 20:36   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #23

Quote:
Originally Posted by kww View Post
I think 4 controllers are not enough for all weapons. How to be with knife?

Spoiler
Quote:
Originally Posted by MayroN View Post
I made a choice as I saw fit
If that's the case, let's have one controller each

1 - rifles
2 - pistols
3 - knife
4 - grenades
  • No, the controllers that will be there are
    The X and Y position of the Primaries.
    Position Y of Secondaries.
    And Knife and Grenades share in -Y position.
  • We've also been working on the controllers and they work fine.
  • What we're trying to do before releasing v0.3 is the sped up animations bug, which comes from the same engine bug, having multiple entities on top of the player.
  • Fix how to display correctly when you have two flashes
    Currently only 1 is displayed, even if you have 2.
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File Type: zip backweapons_cz.zip (1.08 MB, 44 views)
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)


Last edited by SoulWeaver16; 09-16-2022 at 20:37.
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SoulWeaver16
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Old 09-16-2022 , 20:43   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #24

Quote:
Originally Posted by iclassdon View Post
I tried version 0.2. It's not precaching model "sideweapons0.2.mdl"

Also, it has some warnings when compiling. Otherwise, in-game its working great.

PHP Code:
scripting\SideWeapons0.2.sma(99) : warning 203symbol is never used"g_flash"
scripting\SideWeapons0.2.sma(105) : warning 203symbol is never used"g_useless" 
edit: Found that the file name was causing it not to precache. Removed a period sidewapons02.mdl and it worked.
Yes, that happens because it is test code that was not removed correctly, but it does not make any difference, v0.2 is stable
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)

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Charlie Reaper
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Join Date: Oct 2011
Location: Right behind you
Old 09-16-2022 , 22:27   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #25

Tried compiling version 0.2
Code:
Error: Undefined symbol "CSW_LAST_WEAPON" on line 61
Error: Undefined symbol "bind_pcvar_num" on line 112
Error: Undefined symbol "bind_pcvar_num" on line 113
Error: Undefined symbol "bind_pcvar_num" on line 114
Error: Number of arguments does not match definition on line 144
Warning: Symbol is never used: "g_flash" on line 243
Warning: Symbol is never used: "g_useless" on line 243
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MayroN
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Join Date: Aug 2017
Location: Kyiv
Old 09-17-2022 , 07:16   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #26

Quote:
Originally Posted by SoulWeaver16 View Post
[*]What we're trying to do before releasing v0.3 is the sped up animations bug, which comes from the same engine bug, having multiple entities on top of the player.
There is another implementation without an attachment, which does not make accelerated animations at all, even if you attach the entire arsenal from the game)))
I did not understand it, but I assumed that weapons in the w_ planes inherit the positions of the player's back, and there the position and rotations are already set by the code.
Or, all anchor bones are removed from the model and everything else is done by code.

It's not easy to do everything, but it's possible
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kww
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Join Date: Feb 2021
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Old 09-17-2022 , 09:13   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #27

Quote:
Originally Posted by Charlie Reaper View Post
Tried compiling version 0.2
Code:
Error: Undefined symbol "CSW_LAST_WEAPON" on line 61
Error: Undefined symbol "bind_pcvar_num" on line 112
Error: Undefined symbol "bind_pcvar_num" on line 113
Error: Undefined symbol "bind_pcvar_num" on line 114
Error: Number of arguments does not match definition on line 144
Warning: Symbol is never used: "g_flash" on line 243
Warning: Symbol is never used: "g_useless" on line 243
You need AMXX 1.9

Quote:
Originally Posted by iclassdon View Post
I tried version 0.2. It's not precaching model "sideweapons0.2.mdl"

Also, it has some warnings when compiling. Otherwise, in-game its working great.

PHP Code:
scripting\SideWeapons0.2.sma(99) : warning 203symbol is never used"g_flash"
scripting\SideWeapons0.2.sma(105) : warning 203symbol is never used"g_useless" 
edit: Found that the file name was causing it not to precache. Removed a period sidewapons02.mdl and it worked.
I just gave him an src to show progress and he just posted it here xd
__________________
Now working on: Side Weapons (Very lazy, tbh)
Avatar source: https://bit.ly/3BAk19g
Discord: kww#9951

Last edited by kww; 09-17-2022 at 09:25.
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kww
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Join Date: Feb 2021
Location: Russia
Old 09-17-2022 , 09:20   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #28

What we have:
- Sped up animations: more weapons are shown on player, more speed gained
- If we want to use single model then we can't show grenades on player because max bodygroup we can show is 255, grenade starts from 320 (that model is not released, still wip)
bodies

- If we want to use single model then we are limited in controllers usage
__________________
Now working on: Side Weapons (Very lazy, tbh)
Avatar source: https://bit.ly/3BAk19g
Discord: kww#9951

Last edited by kww; 09-17-2022 at 11:48.
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-19-2022 , 04:44   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #29

Quote:
Originally Posted by MayroN View Post
There is another implementation without an attachment, which does not make accelerated animations at all, even if you attach the entire arsenal from the game)))
I did not understand it, but I assumed that weapons in the w_ planes inherit the positions of the player's back, and there the position and rotations are already set by the code.
Or, all anchor bones are removed from the model and everything else is done by code.

It's not easy to do everything, but it's possible
That way would be ideal, it would also expand the possibility of custom weapons without having to build the previous model (I mention it because there is an alternative plugin, which says it supports custom weapons, it even comes with an .ini, but you need to port the models manually to a separate .mdl), but it sounds like a great buggy path because the big limitation is the engine
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)

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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 09-19-2022 , 04:50   Re: SideWeapons v0.2 [CS/CZ]
Reply With Quote #30

Quote:
Originally Posted by kww View Post
What we have:
- Sped up animations: more weapons are shown on player, more speed gained
- If we want to use single model then we can't show grenades on player because max bodygroup we can show is 255, grenade starts from 320 (that model is not released, still wip)
bodies

- If we want to use single model then we are limited in controllers usage
A solution that is not a solution is to do all the combinations manually, to solve the bug of the accelerated entity, that is:
  1. Glock
  2. Glock + HE
  3. Glock + FB
    etc
but the problem is that the final .mdl, what take each submodel as an independent entity, so each individual weight is added, making files up to 5 mb, only with the grenades and the Glock, imagine doing it with each weapon, it is an unfeasible task, even separating the model from the textures , doesn't work either.
__________________
Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)

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