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[CS:GO] Always Weapon Skins [2.2.8 :: 2018.12.09]


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Neuro Toxin
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Old 06-08-2014 , 17:57   Re: [CS:GO] Always Weapon Skins [1.3 :: 21.03.2014]
Reply With Quote #21

Hey. To find the weapon index look at (off top of head): csgo/scripts/items/game.txt

Its a big file and hard to wrap your head around. But all the indexs are here.

Try searching for tec9

Last edited by Neuro Toxin; 06-08-2014 at 17:59.
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waltercl
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Join Date: Jun 2011
Old 07-02-2014 , 13:41   Re: [CS:GO] Always Weapon Skins [1.3 :: 21.03.2014]
Reply With Quote #22

I went through that file, and I believe I found the section where indexes are assigned, but can't get it to work with pistols. I was able to add the famas though. I'd love to get it to allow CT's to buy the Tec9 now that the Tec9 is uber awesome after the recent update.
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ghostofmybrain
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Old 08-25-2014 , 16:55   Re: [CS:GO] Always Weapon Skins [1.3 :: 21.03.2014]
Reply With Quote #23

I attempted to put this plugin on my 1v1 server and I'm experiencing segmentation faults and server crashes every couple of minutes. The only change is the addition of this plugin so I'm assuming it is the plugin.
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Last edited by ghostofmybrain; 08-25-2014 at 16:56.
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splewis
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Old 08-25-2014 , 18:00   Re: [CS:GO] Always Weapon Skins [1.3 :: 21.03.2014]
Reply With Quote #24

Quote:
Originally Posted by ghostofmybrain View Post
I attempted to put this plugin on my 1v1 server and I'm experiencing segmentation faults and server crashes every couple of minutes. The only change is the addition of this plugin so I'm assuming it is the plugin.
... being the author of maybe I should chime in.

The code that gives weapons is: https://github.com/splewis/csgo-mult...atives.sp#L121

Perhaps that's a bad way to give players weapons. I couldn't really find a preferred way - I wonder if adding a timer delay or using one of smlib's weapon-giving functions would fix the issue.
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Last edited by splewis; 08-25-2014 at 18:00.
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Neuro Toxin
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Old 08-26-2014 , 01:18   Re: [CS:GO] Always Weapon Skins [1.3 :: 21.03.2014]
Reply With Quote #25

Hello, I do have an updated version. This plugin breaks on sm 161.

Ill post the updated version after work.

Eta 6 hours
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Neuro Toxin
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Old 08-27-2014 , 04:20   Re: [CS:GO] Always Weapon Skins [1.5 :: 27.08.2014]
Reply With Quote #26

  • Update 1.5
    • Using an improved method to detect if weapons need to be respawned
    • Fixed crashing on Sourcemod 1.6.1
This has some major advantages over previous versions. I highly recommend changing to this version.
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baijiaqing
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Join Date: Jul 2010
Old 08-27-2014 , 21:26   Re: [CS:GO] Always Weapon Skins [1.5 :: 27.08.2014]
Reply With Quote #27

I'd like to request if its possible to replace the skins that have been picked up regardless of teams? This would be really helpful to fun servers with weapon placed on the map
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JoB2C
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Join Date: Jan 2014
Location: France
Old 08-27-2014 , 23:37   Re: [CS:GO] Always Weapon Skins [1.5 :: 27.08.2014]
Reply With Quote #28

Your code to detect if the weapons are skinned is really interesting (even if it looks strange haha).

Didn't try the plugin yet, but thanks for the work!

Quote:
Originally Posted by baijiaqing View Post
I'd like to request if its possible to replace the skins that have been picked up regardless of teams? This would be really helpful to fun servers with weapon placed on the map
What you describe here seems to be the main functionnality of this plugin.

Edit: I did some test with the 3 properties you use to detect skinned weapons, and I couldn't find any differences on these 3 between a skinned/non-skinned knife. Any idea why?

Last edited by JoB2C; 08-28-2014 at 00:08.
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Neuro Toxin
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Old 08-28-2014 , 02:27   Re: [CS:GO] Always Weapon Skins [1.5 :: 27.08.2014]
Reply With Quote #29

Quote:
Originally Posted by baijiaqing View Post
I'd like to request if its possible to replace the skins that have been picked up regardless of teams? This would be really helpful to fun servers with weapon placed on the map
An update is coming shortly for this.
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Neuro Toxin
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Old 08-28-2014 , 02:29   Re: [CS:GO] Always Weapon Skins [1.5 :: 27.08.2014]
Reply With Quote #30

Quote:
Originally Posted by JoB2C View Post
Your code to detect if the weapons are skinned is really interesting (even if it looks strange haha).

Didn't try the plugin yet, but thanks for the work!



What you describe here seems to be the main functionnality of this plugin.

Edit: I did some test with the 3 properties you use to detect skinned weapons, and I couldn't find any differences on these 3 between a skinned/non-skinned knife. Any idea why?

These properties are set after the weapon entity is spawned and equipped. Notice I hook on post weapon equip.
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