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Burst fire some weapons its possible? [CSGO]


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Mathias.
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Join Date: Aug 2010
Location: Canada is my city
Old 11-27-2014 , 00:27   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #11

actually it even more easy, I remember playing around with the netprops of csgo and there is a boolean netprop for it that automatically put any gun into a burst fire mode.

m_bBurstMode

SetEntProp(weaponid, Prop_Send, "m_bBurstMode", 1, 1);
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Chokitu
Senior Member
Join Date: Oct 2013
Old 11-27-2014 , 06:41   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #12

But where do I put this?
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Mathias.
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Join Date: Aug 2010
Location: Canada is my city
Old 11-27-2014 , 11:48   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #13

When do you want to activate it? When you press right click for ak and m4a4 only? Do you want it permanently on for all players? admin toggle? console command? client specific?
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Chokitu
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Join Date: Oct 2013
Old 11-28-2014 , 10:46   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #14

Hey rabbit, Yes I wanted m4a4,m4a1-s and ak always burst fire can u help me?
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Chesterfield
Senior Member
Join Date: Apr 2013
Old 11-28-2014 , 11:04   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #15

Some recomendations that you could implement in the plugin if you make it black rabbit.

- When you turn on the burst fire, we should hear the same sound that we hear when we turn on the burst fire with the famas and glock

- use mouse2 to turn it on, just like the glock and famas

and maybe a cvar that allows all guns (except snipers, shotguns, pistolls too maybe?) to have burst mode
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Chokitu
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Join Date: Oct 2013
Old 11-28-2014 , 12:35   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #16

Mine I want always
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Mathias.
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Join Date: Aug 2010
Location: Canada is my city
Old 11-28-2014 , 12:55   Re: Burst fire some weapons its possible? [CSGO]
Reply With Quote #17

PHP Code:
#include <sourcemod>
#include <sdkhooks>

public OnEntityCreated(entity, const String:classname[])
{
    if (
StrEqual(classname"weapon_ak47") || StrEqual(classname"weapon_m4a1"))
        
SetEntProp(entityProp_Send"m_bBurstMode"11);

untest and not even compiled, im not home so someone just compile it if they need so or correct if I just mistype w.e.

Theoretically it should work since I've tested it long ago and it was working flawlessly, enjoy.

If I got time monday I will make a plugin out of it for multiple weapons with config and activation for players via CMD or a action key (not sure which one yet since +attack2 can interfere with silenced weapons and +use with doors or defuse) and yes I will add the same sound, but enjoy this small version for the moment.

EDIT: or if anyone wanna make the plugin instead, you can take full credit I don't care.

PS: Please do not spam my inbox anymore, thank you.

Last edited by Mathias.; 11-28-2014 at 13:04.
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Chesterfield
Senior Member
Join Date: Apr 2013
Old 11-28-2014 , 14:23   Re: [LOCKED] TY
Reply With Quote #18

That would make m4a1 and ak47 have burst fire all the time? i mean, without pressing any key?
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 11-28-2014 , 14:38   Re: [LOCKED] TY
Reply With Quote #19

yea
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 11-28-2014 , 15:07   Re: [LOCKED] TY
Reply With Quote #20

yeah I forgot to put it on the next frame otherwise it won't apply. By the way I tested it and it does not shot in burt mode, it does single shot at a time which is cool too but not exacly what you requested, I don't have much to for this yet but if you still want it here is it.

PHP Code:
#include <sourcemod>
#include <sdkhooks>

public OnEntityCreated(entity, const String:classname[])
{
    if (
StrEqual(classname"weapon_ak47") || StrEqual(classname"weapon_m4a1"))
        
RequestFrame(Frame_SetBurstentity);
        
}

public 
Frame_SetBurst(any:weapon)
{
    
SetEntProp(weaponProp_Send"m_bBurstMode"11);

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