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[L4D2] Weapons Skins RNG [v1.1.1 | 05-February-2024]


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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 10-20-2020 , 23:14   Re: [L4D2] Weapons Skins RNG [v1.0.2 | 30-September-2020]
Reply With Quote #11

I downloaded the main post version, did a test right now and is working fine for me.

Better to test in the Whitetaker's Gun Shop (Dead Center - c1m2_streets) where you have a lot of weapons, then look for the AK47 and Magnum models which has more noticeable different skins.

There is no cvar to set a specific spawn skin yet.
I gonna add an admin command in the future to make the RNG in real-time.
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Last edited by Marttt; 10-20-2020 at 23:18.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-21-2020 , 03:30   Re: [L4D2] Weapons Skins RNG [v1.0.2 | 30-September-2020]
Reply With Quote #12

Quote:
Originally Posted by Marttt View Post
I downloaded the main post version, did a test right now and is working fine for me.

Better to test in the Whitetaker's Gun Shop (Dead Center - c1m2_streets) where you have a lot of weapons, then look for the AK47 and Magnum models which has more noticeable different skins.

There is no cvar to set a specific spawn skin yet.
I gonna add an admin command in the future to make the RNG in real-time.
You can always create a KV config file that accepts a "range" setting. That way users can specify which skins spawn.

Example:
PHP Code:
"WeaponSkins"
{
    
"weapon_rifle_ak47"
    
{
        
"skinsrange"        "0-2" // choose between default and the 2 custom skins
    
}
    
"weapon_shotgun_chrome"
    
{
        
"skinsrange"        "1-1" // all chrome shotguns use only the custom skin
    
}

If you want a certain skin to have a higher percentage of spawning, then maybe a config like this:
PHP Code:
"WeaponSkins"
{
    
"weapon_rifle_ak47"
    
{
        
"0"
        
{
            
"chance"        "0.0" // 0% chance to spawn
        
}
        
"1"
        
{
            
"chance"        "75.0" // 75% chance to spawn
        
}
        
"2"
        
{
            
"chance"        "25.0" // 25% chance to spawn
        
}
    }

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larrybrains
Senior Member
Join Date: May 2017
Old 11-09-2020 , 21:50   Re: [L4D2] Weapons Skins RNG [v1.0.3 | 03-November-2020]
Reply With Quote #13

Can you add an option to turn off the new skins for specific guns?

I would like to be able to turn off the new skins for the Tier 1 shotguns, as I find they cause confusion about whether you picked up the chrome or regular pump shotgun.
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larrybrains
Senior Member
Join Date: May 2017
Old 11-10-2020 , 15:52   Re: [L4D2] Weapons Skins RNG [v1.0.4 | 10-November-2020]
Reply With Quote #14

Quote:
Originally Posted by Marttt View Post
Thanks for the suggestion larrybrains.

Added a cvar for each weapon (with skin available) in the new version.

You can check the new cvars in the main post.
That's awesome thanks!

One other thing I noticed is that the skins sometimes don't seem to apply until you pickup the weapons. I was testing it out in Whitakers gun shop, and none of the guns other than the deagle had their new skin until after I picked them up.

Is this something that can be changed or is it just not possible with the way it works?
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larrybrains
Senior Member
Join Date: May 2017
Old 11-10-2020 , 20:23   Re: [L4D2] Weapons Skins RNG [v1.0.4 | 10-November-2020]
Reply With Quote #15

Quote:
Originally Posted by Marttt View Post
Yeah larrybrains, is a bug.

Krufftys Killers reported me another issue also, the latest version messed some things up because of the new cvars (actually the bug would exist before anyway but now become easier to detect).

EDIT:

Fixed try the new version.

Code:
1.0.5 (10-November-2020)
- Fixed logic to apply RNG skin only after the config is loaded.
- Fixed error OnEntityCreated when the StringMaps weren't initialized yet. (thanks to "Krufftys Killers" for reporting)
Works great now, thanks!
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TrevorSoldier
New Member
Join Date: Aug 2018
Old 01-01-2021 , 15:19   Re: [L4D2] Weapons Skins RNG [v1.0.5 | 10-November-2020]
Reply With Quote #16

any chance to make one were the variants just spawn in the map or its this the only way?
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Kleiner
Member
Join Date: Dec 2017
Location: Russia, Chelyabinsk
Old 03-03-2021 , 09:09   Re: [L4D2] Weapons Skins RNG [v1.0.5 | 10-November-2020]
Reply With Quote #17

Translation support please?
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 03-03-2021 , 09:53   Re: [L4D2] Weapons Skins RNG [v1.0.5 | 10-November-2020]
Reply With Quote #18

What feature do you want a translation?

There are no chat messages in this plugin, the only outputs are prints to console for debug/admin purposes only.
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Last edited by Marttt; 03-03-2021 at 09:56.
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GoGetSomeSleep
Senior Member
Join Date: Dec 2018
Location: Miami/Florida
Old 04-29-2021 , 23:47   Re: [L4D2] Weapons Skins RNG [v1.0.5 | 10-November-2020]
Reply With Quote #19

so i don't wanna main skins (skin 0) on all weapons, what should i do in cvars?
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 04-30-2021 , 11:06   Re: [L4D2] Weapons Skins RNG [v1.0.5 | 10-November-2020]
Reply With Quote #20

There is no cvar to config which skin values should be allowed
But you can change the line 467 to this:

PHP Code:
int skin GetRandomInt(1count); 
And may work. (didn't test).

Sharing below the .sp file in case you wanna try.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_wskin_rng.sp - 110 views - 22.3 KB)
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