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[Suggestions] AMXX 1.8.3


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Depresie
Veteran Member
Join Date: Nov 2013
Old 08-09-2016 , 15:07   [Suggestions] AMXX 1.8.3
Reply With Quote #1

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Suggestion List
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1. Drop/Strip functions with the ability to drop weapons by weapon slot/index plus the possibility of stripping/dropping multiple weapon slots/indexes at once (ex. drop both primary and quaternary weapons / drop CSW_AK47 and CSW_DEAGLE)

2. Set user max speed native (automatically overwrite the speed value of the player when switching weapons with the specified value, similar to what cs_set_user_model native does for player models)

3. Set user weapon and view model natives (automatically overwrite the weapon/view model of the player with the specified model, similar to what cs_set_user_model native does for player models)

4. Player spawn forward with both pre and post hooks, with the ability to block any kind of spawn by returning the forward handled

5. Forwards/Natives to allow players to block/terminate a round

6. Gag functions included in the plugin package of amxmodx

7. Split slay/slap menu into two different menus

8. Forward for when a client is completely connected and natives/commands can be executed on them (like 3 seconds after client_putinserver)

9. cs_set_user_team should automatically enforce the specified team internally to avoid issues when using the native on players who didn't select a team previously

10. Forward to intercept/hook cs_set_user_team native

11. Forward to intercept/hook when user flags are changing

12. Including nvault_utility into the main amxmodx package

13. Cvar to allow map change only at the round end

14. Removing the money limit for counter strike ( controlled by cvar )

16. Round end events should be also called on round restart, along with adding a parameter to tell whether the round ended with a restart

17. New round / Round start events adding a parameter to tell whether it is the first round of the game or not ( first round should be defined as first round after map change, first round after round restart )


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Note
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Please note that these suggestions are mainly meant for counter strike and not for other game modes
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Last edited by Depresie; 05-05-2017 at 08:49.
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fysiks
Veteran Member
Join Date: Sep 2007
Location: Flatland, USA
Old 08-09-2016 , 19:50   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #2

Feature requests like this should be submitted via bugzilla with severity set to "enhancement".

https://bugs.alliedmods.net/
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baneado
Veteran Member
Join Date: Dec 2012
Location: amxmodx-es.com
Old 08-10-2016 , 06:25   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #3

It's better request it via Github: https://github.com/alliedmodders/amxmodx
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 08-10-2016 , 07:11   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #4

The forum is fine for discussing something if you are unsure. Ideally, once discussed, you should file a bug report as easier to track the issue, or if you can code, making a PR on GitHub.

About the natives, I don't know.
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Depresie
Veteran Member
Join Date: Nov 2013
Old 08-10-2016 , 18:36   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #5

Come on Arks, it would be great to have them, you will make our lives easier

It's too 2005 to hook Ham manually for this kind of things... especially if you are working on bigger projects which are split into several plugins

It really drives me nuts using APIs or doing these things manually
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 08-11-2016 , 04:48   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #6

I don't agree with you. Such things are very basic and anyone should know how to do them properly. Adding a native for everything does not seem resonable, especially when it isn't hard to do directly.

Btw, Ham did not exist in 2005.
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Last edited by HamletEagle; 08-11-2016 at 04:48.
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PartialCloning
Senior Member
Join Date: Dec 2015
Old 08-11-2016 , 06:40   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #7

The natives would not make sense. Expected behavior is for the view model to change when you deploy a different weapon. It's not like a player model where it's expected to remain the same. Would you want your knife view model to remain when you switch to an AK47?

Practical usage wouldn't be any different to using fakemeta or engine.
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Depresie
Veteran Member
Join Date: Nov 2013
Old 08-12-2016 , 05:19   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #8

@The speed natives

I don't know how this can not be useful... i mean seriously, would you rather hook ham in every plugin you would like to mess up with the player speed instead of using one simple native to do so ?

@Weapon Models

The weapon and view model change will be set when you switch weapon, but it would be more useful if you would have a native to do so and to reset it, first you don't have to hook ham manually, and second you will not need to add natives for every weapon to avoid bugs such as using two skins for the same weapon and having both skins being set at the same time etc

@PartialCloning, I know how they work, but it would be better to have a native to do this automatically, instead of doing it manually, then add natives for every weapon to avoid the situation above
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Last edited by Depresie; 08-12-2016 at 05:20.
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klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 08-12-2016 , 09:43   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #9

"Not have to hook ham manually", especially for something so simple, is not a nearly good reason to create these new natives.

Quote:
Originally Posted by Depresie
I know there are API that are doing this
Then use them.

Last edited by klippy; 08-12-2016 at 09:45.
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Depresie
Veteran Member
Join Date: Nov 2013
Old 11-19-2016 , 03:17   Re: [REQ] Amxmodx 1.8.3 natives
Reply With Quote #10

Quote:
Originally Posted by KliPPy View Post
"Not have to hook ham manually", especially for something so simple, is not a nearly good reason to create these new natives.
Then use them.
Why invent the car when we have horses?

Bumped
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Last edited by Depresie; 11-19-2016 at 03:28.
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