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[L4D2] Gun Control


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 04-27-2010 , 12:32   Re: [L4D2] Gun Control
Reply With Quote #101

1.1.2 - fixed m_iAmmo offsets Valve broke with The Passing


Anything above Autoshotties was broken. Yay Valve
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Newf
Senior Member
Join Date: Dec 2009
Old 04-27-2010 , 15:48   Re: [L4D2] Gun Control
Reply With Quote #102

is there any way to prevent the M60 from being tossed to the ground when it's empty?
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birno
Senior Member
Join Date: Mar 2010
Old 04-27-2010 , 17:54   Re: [L4D2] Gun Control
Reply With Quote #103

Hi,

AtomicStryker, maybe you can add a function to this plugin like this: http://forums.alliedmods.net/showthread.php?t=117200

It doesn't work in L4D2, but I very like this in first game.
I really appreciate it.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 04-27-2010 , 18:00   Re: [L4D2] Gun Control
Reply With Quote #104

Have you looked at that Plugins Source, lol?

It just randomly changes all ammo convars every few seconds. If you were to exchange the l4d1 with l4d2 ammo convars it would work for l4d2.
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birno
Senior Member
Join Date: Mar 2010
Old 04-27-2010 , 18:57   Re: [L4D2] Gun Control
Reply With Quote #105

Quote:
Originally Posted by AtomicStryker View Post
Have you looked at that Plugins Source, lol?

It just randomly changes all ammo convars every few seconds. If you were to exchange the l4d1 with l4d2 ammo convars it would work for l4d2.
I see the code, the convars exists in the game, but the plugin give this error:
Code:
L 04/27/2010 - 22:33:16: [SM] Native "SetConVarInt" reported: Invalid convar handle 0 (error 4)
L 04/27/2010 - 22:33:16: [SM] Displaying call stack trace for plugin "VaryingAmmo.smx":
L 04/27/2010 - 22:33:16: [SM]   [0]  Line 71, /home/groups/alliedmodders/forums/files/6/8/3/5/7/58594.attach::GunTimer()
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birno
Senior Member
Join Date: Mar 2010
Old 04-27-2010 , 20:04   Re: [L4D2] Gun Control
Reply With Quote #106

Quote:
Originally Posted by Newf View Post
is there any way to prevent the M60 from being tossed to the ground when it's empty?
I wrote a little plugin that prevent the M60 remove when it empty, just simply drop the gun, but don't disappear it so you can pick up again and reload.

The whole code based on DJ_WEST, Chainsaw Refuelling plugin(thanks for that ), I just changed a few line.
I tested, worked for me.
Attached Files
File Type: sp Get Plugin or Get Source (prevent_m60_remove.sp - 1768 views - 1.4 KB)
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Newf
Senior Member
Join Date: Dec 2009
Old 04-27-2010 , 20:16   Re: [L4D2] Gun Control
Reply With Quote #107

Quote:
Originally Posted by birno View Post
I wrote a little plugin that prevent the M60 remove when it empty, just simply drop the gun, but don't disappear it so you can pick up again and reload.

The whole code based on DJ_WEST, Chainsaw Refuelling plugin(thanks for that ), I just changed a few line.
I tested, worked for me.
awesome!! thank you very much that gun is so bad ass. i love it. lol.
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chris1701
Senior Member
Join Date: Nov 2009
Old 04-27-2010 , 21:43   Re: [L4D2] Gun Control
Reply With Quote #108

Is there possible to make m60 can reload as other primary weapons?? What do you mean of reloading? did you mean we are only refill the ammo from the pile when the m60 is out of ammo?

how to determine the offset of specific weapons? I want to set offset for m60 and I can use ammo_m60_max to activate reload animation.

How do I add magnum offset into this plugin??

I added magnum and m60 and allow them to reload. I changed magnum into primary weapon.

I attached my modification, can you help me to look into the error

it keeps poping error017: undefined symbol "ent_name" 2 times.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_guncontrol.sp - 313 views - 23.8 KB)

Last edited by chris1701; 04-28-2010 at 00:31.
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marvel
BANNED
Join Date: Dec 2009
Old 04-28-2010 , 04:29   Re: [L4D2] Gun Control
Reply With Quote #109

Quote:
Originally Posted by birno View Post
I wrote a little plugin that prevent the M60 remove when it empty, just simply drop the gun, but don't disappear it so you can pick up again and reload.

The whole code based on DJ_WEST, Chainsaw Refuelling plugin(thanks for that ), I just changed a few line.
I tested, worked for me.
Nice job! I'll test it Was looking for something like this.
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cigs
Senior Member
Join Date: Jul 2006
Old 04-28-2010 , 06:17   Re: [L4D2] Gun Control
Reply With Quote #110

Quote:
Originally Posted by V10 View Post
Code:
sm_cvar ammo_assaultrifle_max 724            //default 360
sm_cvar ammo_autoshotgun_max 256             //default 90
sm_cvar ammo_grenadelauncher_max 40            //default 30
sm_cvar ammo_huntingrifle_max 250            //default 150
sm_cvar ammo_shotgun_max 156                //default 56
sm_cvar ammo_smg_max 860                //default 650
sm_cvar ammo_sniperrifle_max 290            //default 180
sm_cvar ammo_chainsaw_max 40                //default 20
AtomicStryker do you known this hidden cvars exists?
Very interesting! I tried sm_cvar ammo_chainsaw_max 100 yesterday, but it didn't give more full. I set the cvar just before I gave myself a chainsaw on the server (w/ plugin that only bypasses the cheat flags on 'give') thought. Didn't pick up a chainsaw. That's either why it didn't work, or setting the hidden cvar to 100 just didn't do anything. Any ideas?

Second, it would be nice if Gun Control has a cvar for the ammount of chainsaw fuel.
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