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Originally Posted by ChoclatePancake
Well the models materials and script files can be sent to and downloaded by clients
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The script files don't need to be sent to clients, they're just used on the server.
Quote:
Originally Posted by ChoclatePancake
but i tried giving myself the weapon_hands that was used in this plugin and even though i have the weapon_hands.txt in the server's scripts folder (where there are already stock weapons like weapon_slam) it didnt turn up as a vaild entity
so perhaps theres a step i dont know of where you actually register that weapon_hands.txt as an entity
if so id love to find out how to do that!
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This doesn't register custom entities, which is not even possible currently.
You'll have to use the sm_customguns command to spawn new weapons. This is beacause it first creates the weapon_cubemap entity, then immediately sets the classname to the new weapon, tricking the game to load that weapon instead.
Quote:
Originally Posted by ChoclatePancake
also as a side note id love to find out how to create new npcs because i
have custom models and sounds for some of the default entities and so i've been working on a plugin that onEntitySpawned if its a certain npc class it's model gets replaced however in game the only class that seems to be getting its model updated is npc_combine_s and i have no idea what im missing or doing wrong, i think perhaps the hook gets called before the npc actually gets its model (even though npc_combine_s gets his damn model)
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Try applying it without the model-name checking first. If that doesn't work try setting the modelIndex datamap property of the npc to the return value of the precache function (also put the precache in OnConfigsExecuted).
I've only used the method you're using on antlions, combines and scanners, but I was spawning them too, not hooking.