Raised This Month: $51 Target: $400
 12% 

API Scripting Help [TUT] How To Make V_, P_ , W_ Models


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
Dolph_Ziggler
BANNED
Join Date: Jun 2011
Old 06-30-2011 , 09:29   [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #1

How To Make V_, P_ , W_ Models For Zombie Plague 4.3


Well i made this tutorial to learn people how to make v_ and p_ and w_ model


So let's begin with p_ and v_ model because thei are very easy :

- step 1:
open your zombie_plague40 source file and search the line // Customization vars we see this :
PHP Code:
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64
and add :
PHP Code:
model_v_m4a1[64], model_p_m4a1[64

PHP Code:
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64], model_v_m4a1[64], model_p_m4a1[64
- step 2:
now in plugin_precache searche the line // Custom weapon models we see this :
PHP Code:
    engfunc(EngFunc_PrecacheModelmodel_vknife_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_nemesis)
    
engfunc(EngFunc_PrecacheModelmodel_vm249_survivor)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_infect)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_fire)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_frost)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_flare)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_zombie
and add :
PHP Code:
    engfunc(EngFunc_PrecacheModelmodel_v_m4a1)
    
engfunc(EngFunc_PrecacheModelmodel_p_m4a1

PHP Code:
    engfunc(EngFunc_PrecacheModelmodel_vknife_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_nemesis)
    
engfunc(EngFunc_PrecacheModelmodel_vm249_survivor)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_infect)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_fire)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_frost)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_flare)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_zombie)
    
engfunc(EngFunc_PrecacheModelmodel_v_m4a1)
    
engfunc(EngFunc_PrecacheModelmodel_p_m4a1
- step 3:
now go doooown and search you find line [Other Functions and Tasks] and go to the line load_customization_from_files() and search , you will find :
PHP Code:
            }
            case 
SECTION_WEAPON_MODELS:
            {
                if (
equal(key"V_KNIFE HUMAN"))
                    
copy(model_vknife_humancharsmax(model_vknife_human), value)
                else if (
equal(key"V_KNIFE NEMESIS"))
                    
copy(model_vknife_nemesischarsmax(model_vknife_nemesis), value)
                else if (
equal(key"V_M249 SURVIVOR"))
                    
copy(model_vm249_survivorcharsmax(model_vm249_survivor), value)
                else if (
equal(key"GRENADE INFECT"))
                    
copy(model_grenade_infectcharsmax(model_grenade_infect), value)
                else if (
equal(key"GRENADE FIRE"))
                    
copy(model_grenade_firecharsmax(model_grenade_fire), value)
                else if (
equal(key"GRENADE FROST"))
                    
copy(model_grenade_frostcharsmax(model_grenade_frost), value)
                else if (
equal(key"GRENADE FLARE"))
                    
copy(model_grenade_flarecharsmax(model_grenade_flare), value)
                else if (
equal(key"V_KNIFE ADMIN HUMAN"))
                    
copy(model_vknife_admin_humancharsmax(model_vknife_admin_human), value)
                else if (
equal(key"V_KNIFE ADMIN ZOMBIE"))
                    
copy(model_vknife_admin_zombiecharsmax(model_vknife_admin_zombie), value
and add this :
PHP Code:
                else if (equal(key"V_M4A1"))
                    
copy(model_v_m4a1charsmax(model_v_m4a1), value)
                else if (
equal(key"P_M4A1"))
                    
copy(model_p_m4a1charsmax(model_p_m4a1), value

PHP Code:
            }
            case 
SECTION_WEAPON_MODELS:
            {
                if (
equal(key"V_KNIFE HUMAN"))
                    
copy(model_vknife_humancharsmax(model_vknife_human), value)
                else if (
equal(key"V_KNIFE NEMESIS"))
                    
copy(model_vknife_nemesischarsmax(model_vknife_nemesis), value)
                else if (
equal(key"V_M249 SURVIVOR"))
                    
copy(model_vm249_survivorcharsmax(model_vm249_survivor), value)
                else if (
equal(key"GRENADE INFECT"))
                    
copy(model_grenade_infectcharsmax(model_grenade_infect), value)
                else if (
equal(key"GRENADE FIRE"))
                    
copy(model_grenade_firecharsmax(model_grenade_fire), value)
                else if (
equal(key"GRENADE FROST"))
                    
copy(model_grenade_frostcharsmax(model_grenade_frost), value)
                else if (
equal(key"GRENADE FLARE"))
                    
copy(model_grenade_flarecharsmax(model_grenade_flare), value)
                else if (
equal(key"V_KNIFE ADMIN HUMAN"))
                    
copy(model_vknife_admin_humancharsmax(model_vknife_admin_human), value)
                else if (
equal(key"V_KNIFE ADMIN ZOMBIE"))
                    
copy(model_vknife_admin_zombiecharsmax(model_vknife_admin_zombie), value)
                else if (
equal(key"V_M4A1"))
                    
copy(model_v_m4a1charsmax(model_v_m4a1), value)
                else if (
equal(key"P_M4A1"))
                    
copy(model_p_m4a1charsmax(model_p_m4a1), value
- last step:
now go down and search you will see this // Set Custom Weapon Models and this :
PHP Code:
}

// Set Custom Weapon Models
replace_weapon_models(idweaponid)
{
    switch (
weaponid)
    {
        case 
CSW_KNIFE// Custom knife models
        
{
            if (
g_zombie[id])
            {
                if (
g_nemesis[id]) // Nemesis
                
{
                    
set_pev(idpev_viewmodel2model_vknife_nemesis)
                    
set_pev(idpev_weaponmodel2"")
                }
                else 
// Zombies
                
{
                    
// Admin knife models?
                    
if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                    {
                        
set_pev(idpev_viewmodel2model_vknife_admin_zombie)
                        
set_pev(idpev_weaponmodel2"")
                    }
                    else
                    {
                        static 
clawmodel[100]
                        
ArrayGetString(g_zclass_clawmodelg_zombieclass[id], clawmodelcharsmax(clawmodel))
                        
format(clawmodelcharsmax(clawmodel), "models/zombie_plague/%s"clawmodel)
                        
set_pev(idpev_viewmodel2clawmodel)
                        
set_pev(idpev_weaponmodel2"")
                    }
                }
            }
            else 
// Humans
            
{
                
// Admin knife models?
                
if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                {
                    
set_pev(idpev_viewmodel2model_vknife_admin_human)
                    
set_pev(idpev_weaponmodel2"models/p_knife.mdl")
                }
                else
                {
                    
set_pev(idpev_viewmodel2model_vknife_human)
                    
set_pev(idpev_weaponmodel2"models/p_knife.mdl")
                }
            }
        }
        case 
CSW_M249// Survivor's M249
        
{
            if (
g_survivor[id])
                
set_pev(idpev_viewmodel2model_vm249_survivor)
        }
        case 
CSW_HEGRENADE// Infection bomb or fire grenade
        
{
            if (
g_zombie[id])
                
set_pev(idpev_viewmodel2model_grenade_infect)
            else
                
set_pev(idpev_viewmodel2model_grenade_fire)
        }
        case 
CSW_FLASHBANG// Frost grenade
        
{
            
set_pev(idpev_viewmodel2model_grenade_frost)
        }
        case 
CSW_SMOKEGRENADE// Flare grenade
        
{
            
set_pev(idpev_viewmodel2model_grenade_flare)
        }
    }
    
    
// Update model on weaponmodel ent
    
if (g_handle_models_on_separate_entfm_set_weaponmodel_ent(id)

now add this :
PHP Code:
        }
        case 
CSW_M4A1// Model M4A1
        
{
            
set_pev(idpev_viewmodel2model_v_m4a1)
            
set_pev(idpev_weaponmodel2model_p_m4a1)
        } 

PHP Code:
}

// Set Custom Weapon Models
replace_weapon_models(idweaponid)
{
    switch (
weaponid)
    {
        case 
CSW_KNIFE// Custom knife models
        
{
            if (
g_zombie[id])
            {
                if (
g_nemesis[id]) // Nemesis
                
{
                    
set_pev(idpev_viewmodel2model_vknife_nemesis)
                    
set_pev(idpev_weaponmodel2"")
                }
                else 
// Zombies
                
{
                    
// Admin knife models?
                    
if (get_pcvar_num(cvar_adminknifemodelszombie) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                    {
                        
set_pev(idpev_viewmodel2model_vknife_admin_zombie)
                        
set_pev(idpev_weaponmodel2"")
                    }
                    else
                    {
                        static 
clawmodel[100]
                        
ArrayGetString(g_zclass_clawmodelg_zombieclass[id], clawmodelcharsmax(clawmodel))
                        
format(clawmodelcharsmax(clawmodel), "models/zombie_plague/%s"clawmodel)
                        
set_pev(idpev_viewmodel2clawmodel)
                        
set_pev(idpev_weaponmodel2"")
                    }
                }
            }
            else 
// Humans
            
{
                
// Admin knife models?
                
if (get_pcvar_num(cvar_adminknifemodelshuman) && get_user_flags(id) & g_access_flag[ACCESS_ADMIN_MODELS])
                {
                    
set_pev(idpev_viewmodel2model_vknife_admin_human)
                    
set_pev(idpev_weaponmodel2"models/p_knife.mdl")
                }
                else
                {
                    
set_pev(idpev_viewmodel2model_vknife_human)
                    
set_pev(idpev_weaponmodel2"models/p_knife.mdl")
                }
            }
        }
        case 
CSW_M249// Survivor's M249
        
{
            if (
g_survivor[id])
                
set_pev(idpev_viewmodel2model_vm249_survivor)
        }
        case 
CSW_HEGRENADE// Infection bomb or fire grenade
        
{
            if (
g_zombie[id])
                
set_pev(idpev_viewmodel2model_grenade_infect)
            else
                
set_pev(idpev_viewmodel2model_grenade_fire)
        }
        case 
CSW_FLASHBANG// Frost grenade
        
{
            
set_pev(idpev_viewmodel2model_grenade_frost)
        }
        case 
CSW_SMOKEGRENADE// Flare grenade
        
{
            
set_pev(idpev_viewmodel2model_grenade_flare)
        }
        case 
CSW_M4A1// Model M4A1
        
{
            
set_pev(idpev_viewmodel2model_v_m4a1)
            
set_pev(idpev_weaponmodel2model_p_m4a1)
        }
    }
    
    
// Update model on weaponmodel ent
    
if (g_handle_models_on_separate_entfm_set_weaponmodel_ent(id)

now we finish don't close you source file it take us the sh*t W_ model so let's begin.

- step 1:
search the line // Customization vars now we see like this :
PHP Code:
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64], model_v_m4a1[64], model_p_m4a1[64
and add :
PHP Code:
model_w_m4a1 

PHP Code:
model_vknife_nemesis[64], model_vm249_survivor[64], model_grenade_infect[64], model_v_m4a1[64], model_p_m4a1model_w_m4a1[64
- step 2:
now search again the line // Custom weapon models and will see like this :
PHP Code:
    engfunc(EngFunc_PrecacheModelmodel_vknife_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_nemesis)
    
engfunc(EngFunc_PrecacheModelmodel_vm249_survivor)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_infect)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_fire)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_frost)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_flare)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_zombie)
    
engfunc(EngFunc_PrecacheModelmodel_v_m4a1)
    
engfunc(EngFunc_PrecacheModelmodel_p_m4a1
and add:
PHP Code:
    engfunc(EngFunc_PrecacheModelmodel_w_m4a1

PHP Code:
    engfunc(EngFunc_PrecacheModelmodel_vknife_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_nemesis)
    
engfunc(EngFunc_PrecacheModelmodel_vm249_survivor)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_infect)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_fire)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_frost)
    
engfunc(EngFunc_PrecacheModelmodel_grenade_flare)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_human)
    
engfunc(EngFunc_PrecacheModelmodel_vknife_admin_zombie)
    
engfunc(EngFunc_PrecacheModelmodel_v_m4a1)
    
engfunc(EngFunc_PrecacheModelmodel_p_m4a1)
    
engfunc(EngFunc_PrecacheModelmodel_w_m4a1
- step 3:
now go down untile you see this // Forward Set Model and add :
PHP Code:
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
    
// Entity
    
if(!pev_valid(entity)) 
        return 
FMRES_IGNORED

    
// W_Model for OLD M4A1
    
if(!equali(model"models/w_m4a1.mdl")) 
        return 
FMRES_IGNORED

    
new className[33]
    
pev(entitypev_classnameclassName32)
    
    if(
equal(className"weaponbox"))
    {
             
// W_Model for NEW M4A1
            
engfunc(EngFunc_SetModelentitymodel_w_m4a1)
            return 
FMRES_SUPERCEDE
    

don't forget to add at last line return FMRES_IGNORED and to remplace all return by return FMRES_IGNORED like this :
PHP Code:
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
        
// W_Model for M4A1
        
if(!pev_valid(entity)) 
            return 
FMRES_IGNORED

        
// W_Model for OLD M4A1
        
if(!equali(model"models/w_m4a1.mdl")) 
            return 
FMRES_IGNORED

        
new className[33]
        
pev(entitypev_classnameclassName32)
    
        if(
equal(className"weaponbox"))
        {
                
// W_Model for NEW M4A1
                
engfunc(EngFunc_SetModelentitymodel_w_m4a1)
                return 
FMRES_SUPERCEDE
        
}

    
// We don't care
    
if (strlen(model) < 8)
        return 
FMRES_IGNORED;
    
    
// Remove weapons?
    
if (get_pcvar_float(cvar_removedropped) > 0.0)
    {
        
// Get entity's classname
        
static classname[10]
        
pev(entitypev_classnameclassnamecharsmax(classname))
        
        
// Check if it's a weapon box
        
if (equal(classname"weaponbox"))
        {
            
// They get automatically removed when thinking
            
set_pev(entitypev_nextthinkget_gametime() + get_pcvar_float(cvar_removedropped))
            return 
FMRES_IGNORED;
        }
    }
    
    
// Narrow down our matches a bit
    
if (model[7] != 'w' || model[8] != '_')
        return 
FMRES_IGNORED;
    
    
// Get damage time of grenade
    
static Float:dmgtime
    pev
(entitypev_dmgtimedmgtime)
    
    
// Grenade not yet thrown
    
if (dmgtime == 0.0)
        return 
FMRES_IGNORED;
    
    
// Get whether grenade's owner is a zombie
    
if (g_zombie[pev(entitypev_owner)])
    {
        if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
        
{
            
// Give it a glow
            
fm_set_rendering(entitykRenderFxGlowShell02000kRenderNormal16);
            
            
// And a colored trail
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW// TE id
            
write_short(entity// entity
            
write_short(g_trailSpr// sprite
            
write_byte(10// life
            
write_byte(10// width
            
write_byte(0// r
            
write_byte(200// g
            
write_byte(0// b
            
write_byte(200// brightness
            
message_end()
            
            
// Set grenade type on the thrown grenade entity
            
set_pev(entityPEV_NADE_TYPENADE_TYPE_INFECTION)
        }
    }
    else if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
    
{
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShell20000kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(200// r
        
write_byte(0// g
        
write_byte(0// b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_NAPALM)
    }
    else if (
model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
    
{
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShell0100200kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(0// r
        
write_byte(100// g
        
write_byte(200// b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_FROST)
    }
    else if (
model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
    
{
        
// Build flare's color
        
static rgb[3]
        switch (
get_pcvar_num(cvar_flarecolor))
        {
            case 
0// white
            
{
                
rgb[0] = 255 // r
                
rgb[1] = 255 // g
                
rgb[2] = 255 // b
            
}
            case 
1// red
            
{
                
rgb[0] = random_num(50,255// r
                
rgb[1] = // g
                
rgb[2] = // b
            
}
            case 
2// green
            
{
                
rgb[0] = // r
                
rgb[1] = random_num(50,255// g
                
rgb[2] = // b
            
}
            case 
3// blue
            
{
                
rgb[0] = // r
                
rgb[1] = // g
                
rgb[2] = random_num(50,255// b
            
}
            case 
4// random (all colors)
            
{
                
rgb[0] = random_num(50,200// r
                
rgb[1] = random_num(50,200// g
                
rgb[2] = random_num(50,200// b
            
}
            case 
5// random (r,g,b)
            
{
                switch (
random_num(13))
                {
                    case 
1// red
                    
{
                        
rgb[0] = random_num(50,255// r
                        
rgb[1] = // g
                        
rgb[2] = // b
                    
}
                    case 
2// green
                    
{
                        
rgb[0] = // r
                        
rgb[1] = random_num(50,255// g
                        
rgb[2] = // b
                    
}
                    case 
3// blue
                    
{
                        
rgb[0] = // r
                        
rgb[1] = // g
                        
rgb[2] = random_num(50,255// b
                    
}
                }
            }
        }
        
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(rgb[0]) // r
        
write_byte(rgb[1]) // g
        
write_byte(rgb[2]) // b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_FLARE)
        
        
// Set flare color on the thrown grenade entity
        
set_pev(entityPEV_FLARE_COLORrgb)
    }
    return 
FMRES_IGNORED

- step 4 and the last :
go down again in [Other Functions and Tasks] and go to the line load_customization_from_files() and search , you will find this :
PHP Code:
            }
            case 
SECTION_WEAPON_MODELS:
            {
                if (
equal(key"V_KNIFE HUMAN"))
                    
copy(model_vknife_humancharsmax(model_vknife_human), value)
                else if (
equal(key"V_KNIFE NEMESIS"))
                    
copy(model_vknife_nemesischarsmax(model_vknife_nemesis), value)
                else if (
equal(key"V_M249 SURVIVOR"))
                    
copy(model_vm249_survivorcharsmax(model_vm249_survivor), value)
                else if (
equal(key"GRENADE INFECT"))
                    
copy(model_grenade_infectcharsmax(model_grenade_infect), value)
                else if (
equal(key"GRENADE FIRE"))
                    
copy(model_grenade_firecharsmax(model_grenade_fire), value)
                else if (
equal(key"GRENADE FROST"))
                    
copy(model_grenade_frostcharsmax(model_grenade_frost), value)
                else if (
equal(key"GRENADE FLARE"))
                    
copy(model_grenade_flarecharsmax(model_grenade_flare), value)
                else if (
equal(key"V_KNIFE ADMIN HUMAN"))
                    
copy(model_vknife_admin_humancharsmax(model_vknife_admin_human), value)
                else if (
equal(key"V_KNIFE ADMIN ZOMBIE"))
                    
copy(model_vknife_admin_zombiecharsmax(model_vknife_admin_zombie), value)
                else if (
equal(key"V_M4A1"))
                    
copy(model_v_m4a1charsmax(model_v_m4a1), value)
                else if (
equal(key"P_M4A1"))
                    
copy(model_p_m4a1charsmax(model_p_m4a1), value
and add :
PHP Code:
                else if (equal(key"W_M4A1"))
                    
copy(model_w_m4a1charsmax(model_w_m4a1), value

PHP Code:
            }
            case 
SECTION_WEAPON_MODELS:
            {
                if (
equal(key"V_KNIFE HUMAN"))
                    
copy(model_vknife_humancharsmax(model_vknife_human), value)
                else if (
equal(key"V_KNIFE NEMESIS"))
                    
copy(model_vknife_nemesischarsmax(model_vknife_nemesis), value)
                else if (
equal(key"V_M249 SURVIVOR"))
                    
copy(model_vm249_survivorcharsmax(model_vm249_survivor), value)
                else if (
equal(key"GRENADE INFECT"))
                    
copy(model_grenade_infectcharsmax(model_grenade_infect), value)
                else if (
equal(key"GRENADE FIRE"))
                    
copy(model_grenade_firecharsmax(model_grenade_fire), value)
                else if (
equal(key"GRENADE FROST"))
                    
copy(model_grenade_frostcharsmax(model_grenade_frost), value)
                else if (
equal(key"GRENADE FLARE"))
                    
copy(model_grenade_flarecharsmax(model_grenade_flare), value)
                else if (
equal(key"V_KNIFE ADMIN HUMAN"))
                    
copy(model_vknife_admin_humancharsmax(model_vknife_admin_human), value)
                else if (
equal(key"V_KNIFE ADMIN ZOMBIE"))
                    
copy(model_vknife_admin_zombiecharsmax(model_vknife_admin_zombie), value)
                else if (
equal(key"V_M4A1"))
                    
copy(model_v_m4a1charsmax(model_v_m4a1), value)
                else if (
equal(key"P_M4A1"))
                    
copy(model_p_m4a1charsmax(model_p_m4a1), value)
                else if (
equal(key"W_M4A1"))
                    
copy(model_w_m4a1charsmax(model_w_m4a1), value
now we finish, i hope you understand and make your own weapon you can also remplace many weapon her is it the list :

HTML Code:
CSW_P228
CSW_SCOUT
CSW_XM1014
CSW_MAC10
CSW_AUG 
CSW_ELITE
CSW_FIVESEVEN
CSW_UMP45
CSW_SG550
CSW_GALI
CSW_FAMAS
CSW_USP
CSW_GLOCK18
CSW_AWP
CSW_MP5NAVY
CSW_M249
CSW_M3
CSW_M4A1
CSW_TMP
CSW_G3SG1 
CSW_DEAGLE
CSW_SG552
CSW_AK47
CSW_P90
CSW_HEGRENADE 
CSW_FLASHBANG
CSW_SMOKEGRENADE
CSW_C4
IF YOU FIND SOMETHING CAN'T MAKE IT POST IT IN THIS THREAD : )

P/S : don't forget to add V_M4A1, P_M4A1 and W_M4A1 to zombeplague.ini

Last edited by Dolph_Ziggler; 06-30-2011 at 17:37.
Dolph_Ziggler is offline
Send a message via MSN to Dolph_Ziggler
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 06-30-2011 , 14:11   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #2

nice
but i think most of the people prefer using ghw's weapon model replacer instead of modifying zp
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
Gam3ronE
SourceMod Donor
Join Date: Aug 2010
Old 06-30-2011 , 16:08   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #3

Excellent guide very good job.

Last edited by Gam3ronE; 06-30-2011 at 16:10.
Gam3ronE is offline
XINLEI
me too
Join Date: Jun 2011
Location: Colombian Coffee storage
Old 06-30-2011 , 16:27   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #4

Awesome.
but IMO it's better the Cheap_Suit tutorial.

PD: you should change the name to: "How to add a weapon set(v_,p_,w_) to Zp core".
XINLEI is offline
Dolph_Ziggler
BANNED
Join Date: Jun 2011
Old 06-30-2011 , 17:36   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #5

Quote:
Originally Posted by georgik57 View Post
nice
but i think most of the people prefer using ghw's weapon model replacer instead of modifying zp
thnx, but with GHW's weapon replacement you can't make for example if (g_lasthuman[id]) or something like this

Quote:
Originally Posted by Graham View Post
Excellent guide very good job.
thnx ;)

Quote:
Originally Posted by XINLEI View Post
Awesome.
but IMO it's better the Cheap_Suit tutorial.

PD: you should change the name to: "How to add a weapon set(v_,p_,w_) to Zp core".
thnak you , i will change it for another name.
(sorry bad english -.-)
Dolph_Ziggler is offline
Send a message via MSN to Dolph_Ziggler
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 07-10-2011 , 08:01   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #6

wow, w model. thats nice : )
.Dare Devil. is offline
Dolph_Ziggler
BANNED
Join Date: Jun 2011
Old 07-13-2011 , 07:18   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #7

Quote:
Originally Posted by .Dare Devil. View Post
wow, w model. thats nice : )
yeah =D
Dolph_Ziggler is offline
Send a message via MSN to Dolph_Ziggler
regan-s1
Junior Member
Join Date: May 2010
Old 08-01-2011 , 10:05   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #8

Tell me how to add the w models grenades (Napalm, Frost, Flare)?

Sorry for my bad English.
regan-s1 is offline
Dolph_Ziggler
BANNED
Join Date: Jun 2011
Old 08-01-2011 , 12:01   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #9

you must go to this line :
Code:
        if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
        {
            // Give it a glow
            fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16);
            
            // And a colored trail
            message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
            write_byte(TE_BEAMFOLLOW) // TE id
            write_short(entity) // entity
            write_short(g_trailSpr) // sprite
            write_byte(10) // life
            write_byte(10) // width
            write_byte(0) // r
            write_byte(200) // g
            write_byte(0) // b
            write_byte(200) // brightness
            message_end()
            
            // Set grenade type on the thrown grenade entity
            set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)
        }
    }

Code:
        if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
        {
            // Give it a glow
            fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16);
            
            // And a colored trail
            message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
            write_byte(TE_BEAMFOLLOW) // TE id
            write_short(entity) // entity
            write_short(g_trailSpr) // sprite
            write_byte(10) // life
            write_byte(10) // width
            write_byte(0) // r
            write_byte(200) // g
            write_byte(0) // b
            write_byte(200) // brightness
            message_end()
            
            // Set grenade type on the thrown grenade entity
            set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)

            engfunc(EngFunc_SetModel, entity, "your model")
            return FMRES_SUPERCEDE
        }
    }
and at the end of line don't forget to add FMRES_IGNORED

P/S: if you don't understand send me your source and i will make it
Dolph_Ziggler is offline
Send a message via MSN to Dolph_Ziggler
tei1995
Senior Member
Join Date: Feb 2011
Location: VietNam
Old 08-01-2011 , 21:16   Re: [TUT] How To Make V_, P_ , W_ Models
Reply With Quote #10

Nice TUT
__________________

Hatsune Miku~
tei1995 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:09.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode