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Weapon Physics [v2.1] (Nomexous)


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hoboman
Senior Member
Join Date: Jul 2007
Old 02-01-2008 , 22:44   Re: Weapon Physics (Nomexous)
Reply With Quote #11

Quote:
Originally Posted by lIl_sAiNt View Post
-IF YOU CAN DO THIS WITH THE PLAYERS(I MEAN DEAD players) THAN U'R THE MAAAAAN
i can tell you right now that will never ever ever ever ever happen
btw I tried this plugin now and it is sweet
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Last edited by hoboman; 02-01-2008 at 22:52.
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kp_uparrow
Penalized Member
Join Date: Jun 2006
Location: 192.168.0.1
Old 02-01-2008 , 23:08   Re: Weapon Physics (Nomexous)
Reply With Quote #12

ham module? can i use the 1.80 module without totally installing 1.80?

fakemeta can't be used? web compiler can't compile this
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Last edited by kp_uparrow; 02-01-2008 at 23:14.
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kp_uparrow
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Join Date: Jun 2006
Location: 192.168.0.1
Old 02-02-2008 , 02:36   Re: Weapon Physics (Nomexous)
Reply With Quote #13

oh snap, i converted it to fakemeta, and also fixed the lay flat on bouncing
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diamond-optic
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Join Date: May 2005
Old 02-02-2008 , 03:24   Re: Weapon Physics (Nomexous)
Reply With Quote #14

had to make a few adjustments to get it working in dod.. still have to tidy it up a bit and really go thru the dod entities.. but so far seems pretty darn cool


...one quick thing i did notice was a nasty sound loop sometimes when you die and your gun kinda gets stuck inside your body it plays the 'bounce' sound like 100 times a second lol
..and i was able to have a nade knock an entity into a spot in the map where it just was spinning with the sound loop.. and its just did that the rest of the map lol
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Last edited by diamond-optic; 02-02-2008 at 03:39.
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Nomexous
Member
Join Date: Oct 2007
Old 02-02-2008 , 13:07   Re: Weapon Physics (Nomexous)
Reply With Quote #15

Quote:
Originally Posted by kp_uparrow View Post
oh snap, i converted it to fakemeta, and also fixed the lay flat on bouncing
Show me your FM version; I'm considering converting this all to FM. Programatically, I thought FM would be a nightmare, and that it would force it to be mod specific. I'd like to see how you did it.
Quote:
Originally Posted by diamond-optic View Post
had to make a few adjustments to get it working in dod.. still have to tidy it up a bit and really go thru the dod entities.. but so far seems pretty darn cool


...one quick thing i did notice was a nasty sound loop sometimes when you die and your gun kinda gets stuck inside your body it plays the 'bounce' sound like 100 times a second lol
..and i was able to have a nade knock an entity into a spot in the map where it just was spinning with the sound loop.. and its just did that the rest of the map lol
Hmmm. Apparently, dead bodies have a different entity name in DoD. Also, list the entities that you added into the plugin. I'll add them.
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Alka
AMX Mod X Plugin Approver
Join Date: Dec 2006
Location: malloc(null)
Old 02-02-2008 , 14:54   Re: Weapon Physics (Nomexous)
Reply With Quote #16

Quote:
Originally Posted by Nomexous View Post
Show me your FM version; I'm considering converting this all to FM. Programatically, I thought FM would be a nightmare, and that it would force it to be mod specific.
Not true. Fakemeta is more easy to understand, and it's not mod specific...
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L33tDeagle
Member
Join Date: Apr 2007
Old 02-02-2008 , 17:02   Re: Weapon Physics (Nomexous)
Reply With Quote #17

im gunna try this out right now it seems dope +karma
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R@tch3t
Senior Member
Join Date: Sep 2005
Location: Fort Myers Fl.
Old 02-02-2008 , 19:01   Re: Weapon Physics (Nomexous)
Reply With Quote #18

Anyway you can upload a compiled version i got the fatal error? I'm not sure but i seem to recall reading something about the web compiler wont work with the Ham module? R@tch3t

Your plugin failed to compile! Read the errors below:

Welcome to the AMX Mod X 1.76-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team

/home/groups/amxmodx/tmp3/phpiMoKrs.sma(3) : fatal error 100: cannot read from file: "hamsandwich"

Compilation aborted.
1 Error.
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YamiKaitou
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Join Date: Apr 2006
Location: Texas
Old 02-02-2008 , 19:03   Re: Weapon Physics (Nomexous)
Reply With Quote #19

Compile it locally then
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Nomexous
Member
Join Date: Oct 2007
Old 02-03-2008 , 00:32   Re: Weapon Physics (Nomexous)
Reply With Quote #20

Quote:
Originally Posted by Alka View Post
Not true. Fakemeta is more easy to understand, and it's not mod specific...
It's not that I don't understand FM; it's just the logistics of capturing grenade explosions. With Ham Sandwich, I enable armouy_entity and weaponbox to take damage, then catch that damage in order to determine when these items get hit by a grenade. With Fakemeta, it's not so easy. I suppose I'd have to hook FM_EmitSound, but then again, grenade explosions have different sounds in each mod. More troublesome is that once I do figure out when a grenade detonates, I'll have to do a EngFunc_FindEntityInSphere (which will be a while loop), and for each item it finds, loop (this time with for) to check its classname. Of course, using Fakemeta has its benefits. With Ham Sandwich, I can't detect when custom ents are created and thus can't set them to take damage. With all the looping in FM, the entity merely needs to have the right classname, and is much easier to work with.

About the dead bodies: I experimented in CS with blocking the ClCorpse message and replacing it with a custom entity. It was a complete disaster. It's way too mod specific (precaching of models required) and the bodies kept ignoring walls. Unless someone else can come up with the code, it's not going to be a part of this plugin. It would've looked weird anyway; like a body in severe rigor mortis.

Quote:
Originally Posted by R@tch3t View Post
Anyway you can upload a compiled version i got the fatal error? I'm not sure but i seem to recall reading something about the web compiler wont work with the Ham module? R@tch3t
Attached.

Last edited by Nomexous; 02-03-2008 at 00:49.
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