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Starting Weapons Deluxe v2.0


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Plugin Info:     Modification:   Counter-Strike        Category:   Gameplay       
WATCH_DOGS UNITED
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Old 01-17-2021 , 21:18   Starting Weapons Deluxe v2.0
Reply With Quote #1

..

Last edited by WATCH_DOGS UNITED; 01-25-2022 at 16:56.
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Napoleon_be
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Join Date: Jul 2011
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Old 01-18-2021 , 07:01   Re: Starting Weapons Deluxe v1.0
Reply With Quote #2

12k lines for such a small purpose? I'm pretty sure this could be optimized A LOT.
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OciXCrom
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Old 01-18-2021 , 08:20   Re: Starting Weapons Deluxe v1.0
Reply With Quote #3

Dear god. It's like your ctrl+V keys got stuck. This can be done in 300 lines or less with proper coding.
Just the 500 lines of cvar definitions can be easily replaced with a simple loop + get_weaponname usage.
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Old 01-18-2021 , 08:51   Re: Starting Weapons Deluxe v1.0
Reply With Quote #4

We appreciate your answers, we admit that we are just starting with AMXMod X and that is why we still don't know so many functions. Optimization is what we like to do in much of what we do until it reaches the Z-adjustment. We will try to improve it later, but we warn you that there are some rules of logic in the way the code is currently written, for example the task strip_weapons comes before all others and each weapon and item is written separately. We also tried to look at the question of which modules to use to make the plugin lighter during the game.

Last edited by WATCH_DOGS UNITED; 01-30-2021 at 13:45. Reason: Not specified
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tarsisd2
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Join Date: Feb 2016
Location: brazil
Old 01-18-2021 , 15:24   Re: Starting Weapons Deluxe v1.0
Reply With Quote #5

this plugin might be usefull for those who use normal hlds

in regame, you can set weapons using only cvars

PHP Code:
// The default grenades that the Ts will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_t_default_grenades ""

// Whether Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_t_give_player_knife 1

// The default primary (rifle) weapon that the Ts will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_t_default_weapons_primary ""

// The default secondary (pistol) weapon that the Ts will spawn with.
//
// Default value: "glock18"
mp_t_default_weapons_secondary "glock18"

// The default grenades that the CTs will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_ct_default_grenades ""

// Whether Counter-Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_ct_give_player_knife 1

// The default primary (rifle) weapon that the CTs will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_ct_default_weapons_primary ""

// The default secondary (pistol) weapon that the CTs will spawn with.
//
// Default value: "usp"
mp_ct_default_weapons_secondary "usp" 
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Old 01-18-2021 , 16:43   Re: Starting Weapons Deluxe v1.0
Reply With Quote #6

Quote:
Originally Posted by tarsisd2 View Post
this plugin might be usefull for those who use normal hlds

in regame, you can set weapons using only cvars
We will try this later, ok;

_____________________________________________ ____________________________________

Here are some "bugs" that are not the plugin itself for CodeMasters to know (AMXMod X v1.8.2):

when we define:

PHP Code:
cs_set_user_armor (iPlayer100CS_ARMOR_VESTHELM); 
there is no difference when we define:

PHP Code:
cs_set_user_armor (iPlayer1000CS_ARMOR_VESTHELM); 
the HUD shows the difference but the player is as vulnerable with 1000 as with 100, that is, strangely when we define 200 as the VIP, it is not equal to the resistant protection of the VIP -> This in any plugin you test.


It is an error of "AMX Mod X". Here is a link for 5 attempts to make the vesthelm to protect correctly, all failed: DOWNLOAD


The number of shots to kill does not change in any attempts.

Changing the VESTHELM quantity only takes effect with the MPNumb realistic_armor plugin

But it still won't resist AWP shots, as it works based on the player's health.


Another "AMXMod X" bugs:


1 - If you set starting health using Ham_Spawn or HLTV only our player obeys the function and the bots continue with 100, this in as many ways as possible you try to get the players. This only really works if you use ResetHUD event, just like we did.

2 - In the random weapons function for all players to use the same random weapon, both random(MAX) and random_num( A , B ) functions are apparently having an error in the delivery of the shield when at the end of the current round our player is alive and the others are dead; when the new round begins only those who were dead are receiving shields. No other item has this error, only shield.

Last edited by WATCH_DOGS UNITED; 02-01-2021 at 17:10. Reason: random(MAX) = 0 to MAX
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Bugsy
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Join Date: Feb 2005
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Old 01-21-2021 , 00:08   Re: Starting Weapons Deluxe v1.0
Reply With Quote #7

I understand you are new to AMX-X, but there's tons and tons of redundant code here that you can eliminate. As you were coding this and realizing you were writing the same lines over and over again, a question in Scripting Help could have helped.
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Old 02-22-2021 , 13:50   Re: Starting Weapons Deluxe v2.0
Reply With Quote #8

Quote:
Originally Posted by tarsisd2 View Post
this plugin might be usefull for those who use normal hlds

in regame, you can set weapons using only cvars

PHP Code:
// The default grenades that the Ts will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_t_default_grenades "" 
Dear tarsisd2, we updated the plugin and made it possible to configure the default weapons. It was not exactly as you mentioned but it should resolve.
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Natsheh
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Join Date: Sep 2012
Old 02-22-2021 , 16:06   Re: Starting Weapons Deluxe v2.0
Reply With Quote #9

Why do you write/talk like you own a community service?

And what do you mean with we?
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Last edited by Natsheh; 02-22-2021 at 16:06.
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Old 02-22-2021 , 16:45   Re: Starting Weapons Deluxe v2.0
Reply With Quote #10

Quote:
Originally Posted by Natsheh View Post
Why do you write/talk like you own a community service?

And what do you mean with we?

We are a team, to be quoting "I" would be incompatible and with an identity change.
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