Is there another better way of adding new weapons to the game, other than weaponmod? One that wouldn't cause me so much trouble?
BTW I have a backup idea if submodel attachments doesn't work - try to add them as new animations, for example having the standard anim_fire1, then having anim_fire1_laser which has the laser sight attached, pretty much like the silencer on m4a1... but that will be harder to do since I have to mess with the skeletal animations...
EDIT: I improved on it a little now that I know how it works. Instead of
PHP Code:
set_pev(get_pdata_cbase(id, 373), pev_body, 1);
set_pev(id, pev_weaponanim, anim_draw);
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id);
write_byte(anim_draw);
write_byte(pev(get_pdata_cbase(id, 373), pev_body));
message_end();
now I use directly
PHP Code:
set_pev(id, pev_weaponanim, anim_draw);
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id);
write_byte(anim_draw);
write_byte(1);
message_end();
in other words, no need to set pev_body, I can directly put the value in the message. I replaced all of the animations - draw, reload, fire, with messages like this one, and now although when I draw the 357 after drawing a weapon other than the knife there is still no laser sight, after the first other anim - for example I fire a shot, the laser sight appears and stays until I holster it again

I guess it's not that bad, although not perfect, so I will use it like that.
I shall use this submodel method to add different sights, silencers, bigger mags, tac lights, and other attachments as purchasable mods for the weapons. For example you buy a G36C with iron sights, and after that you buy an acog scope for it

Now I only need to make pev_skin work as well in order to add purchasable camo skins, and cs will become more like the newer call of duty games
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