Thread: [Custom Weapons] All Counter-Strike Weapons.

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  1. #1
    200 MB Angelscript log file KernCore's Avatar
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    Standard Crate [Custom Weapons] All Counter-Strike Weapons.



    I present to you the full port of all Counter-Strike weapons (including the knife) to Sven Co-op in the Angelscript language.


    • Knife (weapon_csknife)
    • Glock-18 (weapon_csglock18)
    • Deagle (weapon_csdeagle)
    • Dual Berettas (weapon_dualelites)
    • Five-Seven (weapon_fiveseven)
    • USP (weapon_usp)
    • P228 (weapon_p228)
    • TMP (weapon_tmp)
    • MAC-10 (weapon_mac10)
    • MP5 (weapon_mp5navy)
    • P90 (weapon_p90)
    • UMP-45 (weapon_ump45)
    • FAMAS (weapon_famas)
    • Galil (weapon_galil)
    • Ak-47 (weapon_ak47)
    • M4A1 (weapon_m4a1)
    • SG552 (weapon_sg552)
    • AUG (weapon_aug)
    • Scout (weapon_scout)
    • AWP (weapon_awp)
    • G3SG1 (weapon_g3sg1)
    • SG550 (weapon_sg550)
    • M249 (weapon_csm249)
    • M3 Shotgun (weapon_m3)
    • XM1014 (weapon_xm1014)
    • High Explosive Grenade (weapon_hegrenade)
    • C4 (weapon_c4)



    All of them with their features similiar to 1.6 style.
    All of them include their own ammo (5.56 ammo is shared with weapons that use 5.56 with the exception of the m249 and so on)
    Some of them have cs as pre-fix to prevent name conflicts.



    Video made by VitorHunter


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    1. Registering the weapons as plugins (Good for server operators, and most people):
      1. Download the pack from one of the download links below
      2. Extract it's contents inside Steam\steamapps\common\Sven Co-op\svencoop_addon\
      3. Open up default_plugins.txt located in Steam\steamapps\common\Sven Co-op\svencoop\
      4. Add these lines to the file:
        Code:
        	"plugin"
        	{
        		"name" "Counter Strike 16"
        		"script" "../maps/cs16/cs16register"
        	}
      5. Load any map of your preference;
      6. Type in chat \buy or type in console give *name of the weapon* and enjoy.

    2. Registering the weapons as map_scripts (Good for map makers):
      1. Download the pack from one of the download links below
      2. Extract it's contents inside Steam\steamapps\common\Sven Co-op\svencoop_addon\
      3. Open up any map .cfg (i.e: svencoop1.cfg) and add this line to it:
        Code:
        map_script cs16/cs16register
      4. Load up the map you chose;
      5. Type in chat \buy or type in console give *name of the weapon* and enjoy.



    -A very big shout out to SoloKiller for giving me all the support and helping me understand more of the programming things
    Also a very big thanks to all people that helped me test and also gave me some support on the forums

    -I would also like to request the developers to add functions to call for a scoped tunnel vision similiar to 1.6 when zooming.
    And a way to fix 'uzis' player animation set for other weapons.

    -Ammo entities for mappers:
    ammo_cs_556 (Shared by weapon_m4a1, weapon_galil, weapon_famas, weapon_aug, weapon_sg552 and weapon_sg550);

    ammo_cs_762 (Shared by: weapon_g3sg1, weapon_ak47 and weapon_scout);

    ammo_cs_338lapua (For weapon_awp);

    ammo_cs_50ae (For weapon_csdeagle);

    ammo_cs_556box (For weapon_csm249);

    ammo_cs_buckshot(Shared by weapon_m3 and weapon_xm1014);

    ammo_cs_9mm (Shared by weapon_csglock18, weapon_mp5navy, weapon_tmp and weapon_dualelites);

    ammo_cs_fn57 (Shared by weapon_p90 and weapon_fiveseven);

    ammo_cs_357sig (For weapon_p228);

    ammo_cs_45acp (Shared by weapon_usp, weapon_mac10, weapon_ump45).

    -If you're hosting this in dedicated server it will lag, because everything is being predicted by the server, not the game, so you will see most of the animations with lag when having 200+ ping.
    -KaLo made a stadium3 ripent that uses most of the weapons and ammo. You can download it here.
    -He also made re-skins for my weapons base. You can access it here.

    If you find any glitches please report them in this threat.

    You will not get support if you're trying to run this weapon plugin along with another weapon plugin!


    Update 2.1:
    ***WORKAROUND: Due to the game not being able to play Schedules in the Holster() functions anymore, a temporary fix is to not let the players drop weapons
    That means you'll not be able to drop the: HE Grenade, and the C4
    ***
    Unfortunately nothing else was updated prior to this release. There is a code rewrite in the making and planned for release after 5.16. Stay tunned.

    Update 2.0:
    -Support for 5.11 API;
    -Added weapon_c4 (Thanks Nero! Also D.N.I.O. 071 for the new playermodel with the backpack);
    -Added cs16.fgd for mappers (Thanks R4to0!);
    -Brought back DestroyItem() to HE Grenade;
    -Changed all names of the ammo entities (they're on the Notes section, and again mappers, remember to change the name of the entities on your maps if you previously used them);
    -Changed the whole folder structure to a more organized one (Mappers, remember to change your structure as well in case you used them);
    -Numerous fixes about Holster;
    -Empty Sounds are now played on CHAN_AUTO, fixes shoot sounds being stopped;
    -Fixed draw sound on MAC10;
    -Changed shotgunshell.mdl to use hlclassic (included in the 5.11 update);
    -Removed unused knife viewmodel;
    -Changed knife's worldmodel (Thanks D.N.I.O. 071!);
    -Fire in the hole!

    Update 1.9:
    -Fixed glitch related to the knife and Holster();
    -Optimized code for shared ammo;
    -Fixed bug related to the HE Grenade (Thanks DavidBlack);
    -HE Grenades timer will only start after being thrown (Similiar to CS1.6's grenades);
    -Increased HE Grenade's throw speed;
    -Decreased recoil (punchaim) for Glock-18.

    Update 1.8:
    -Optimized compatibility with WW2 and various other weapons;
    -Bullets now eject from the same direction as in CS1.6;
    -Increased FOV in AUG/SG552 to the same value as in CS1.6;
    -Changes to recoil in some weapons;
    -Scoping in will now slow your speed, like in CS1.6.

    Update 1.7:
    -Pistols now are trully semi automatic (Thanks Julcoool).
    -You can now pick up the same weapon_hegrenade from the ground as ammo (Thanks fgsfds).
    -Optimization for the code (It no longer uses a bunch of enums).
    -Added CS1.6 original shells to each weapon.
    -Added updated Buy Menu Script (Just type buy/buy <weapon> and happy buying).

    Update 1.6:
    -Fixed Knife auto attacking again.
    -Increased range for first attack for the knife to 47 units (was 32).
    -Increased range for the second attack for the knife to 37 units (was 32).
    -Changed how stuff gets precached (It'll get precached inside the weapon class, preventing crashes).
    -Changed how dual berettas handles player animations (Thanks Babylon).
    -Added missing models in the .res files.

    Update 1.5.3:
    -Fixed Knife auto attacking something (wall or npc) when hitting nothing.

    Update 1.5.2:
    -Fixed typos in Famas and Mac-10 Sounds (Was trying to precache famas-clipin/mac10_clipin1 when they didn't exist).

    Update 1.5.1:
    -Removed y axis in punchaim in the AK-47.
    -Fixed He Grenades not having sprites (Hopefully).
    -Fixed Knife Primary Attack and Secondary Attack timings.

    Update 1.5:
    -Scoped weapons have more innacuracy when not scoped.
    -Added more punches in the AK-47 (Recoil is more difficult to control).
    -Added HE Grenades (They have their own custom ammo [weapon_hegrenade] because it will conflict with the weapon_handgrenade. Also included in the .res file).

    Update 1.4:
    -Fixed script not being to load (awp leftover code).
    -Fixed M3 ammo glitching with 9mmparab ammo.
    -Added ammo models for the weapons (included in the .res file)

    Update 1.3:
    -Added the XM1014 Models.
    -Checked code for missing files and sprites.

    Update 1.2:
    -Now silencers do have a reason!
    -Changed names so that they don't conflict with other stuff.
    -Removed 'Nova Pasta'.
    -Some updates in the codes for pistols and weapons that uses multiple shooting sounds.


    Dropbox 4.5 mb .7z
    Mega 4.5 mb .7z
    Last edited by KernCore; 13-04-2018 at 10:23 AM.

  2. #2
    warrior spy-warrior's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Good job

    please add file image & text credits.txt in archive.

    I add the file in a mirror.

  3. #3
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by spy-warrior View Post
    Good job

    please add file image & text credits.txt in archive.

    I add the file in a mirror.
    Just updated the link! Thanks for reminding me

  4. #4
    trigger_delay & func_lazy TrEmPlEr's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    This is great !
    Is there a way to add a script that randomly replaces weapons/ammo with the cs1.6 weapons? that would be awesome

    here
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  5. #5
    REE3 The303's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Oh man, this is huge.

    Think we should notify any old CS communities? Would be nice to get some more crossover & potential mappers for cs based campaigns. Futhermore is there any classic CS playermodels that include mouth/mic rigging? The only ones im aware of don't and are still pre-5.0.

  6. #6
    Regular player DNIO071's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    I'm pretty sure the Uber player model pack had CS 1.6 player models with outdated animations, but I doubt that they have mouth movement at all. If there is any interest I could take the time to separate the models to have a CS player pack.

    And without going off-topic, great job, it's cool to see these script releases at this rate.
    Have a nice day, no matter what you went through it'll all be okay by tomorrow.

  7. #7
    REE3 The303's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Totally interested. If I wasn't so damn busy on some other projects/website stuff id do all the conversions myself. Id rock the classic 1337 model all the time.

    http://the303.org/webm/ordinaryguy.webm

  8. #8
    warrior spy-warrior's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by KernCore View Post
    Just updated the link! Thanks for reminding me



    http://downloads.svencoop.eu/svencoop/scripts/svencoop_scripts_custom_weapons_cs16.zip

  9. #9
    Just another co-op player Maestro Fénix's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Imagine if someone coded in AngelScript ZombieMod. Cooperative ZombieMod with npcs. Surf, VIP, Escape...all the classic gamemodes, not longer bounded by the old limits...one can dream...


    Here we go again

  10. #10
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Woohoo, nice job!
    That's one pack I dont have to do! xD
    Nero of TSP and Wotnet
    Ingame names: Nero, Horny-Girl-13
    IRC nick: Nero (probably)

  11. #11
    Server Operator Blizzard Fox's Avatar
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    Explosive Crate Re: [Custom Weapons] All Counter-Strike Weapons.

    I'm not sure why I'm receiving this error via my logs!

    WARNING: svencoop_addon/scripts/maps/cs16/cs16.as (28, 1) : A function with the same name and parameters already exists
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (11, 11) : Name conflict. 'MP5_DEFAULT_GIVE' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (13, 11) : Name conflict. 'MP5_MAX_CLIP' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (14, 11) : Name conflict. 'MP5_WEIGHT' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_m3.as (1, 14) : Name conflict. 'VECTOR_CONE_DM_SHOTGUN' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_m3.as (8, 12) : Name conflict. 'SHOTGUN_SINGLE_PELLETCOUNT' is a global property.
    WARNING: svencoop/scripts/maps/hl_weapons/weapon_hlmp5.as (264, 37) : Found multiple matching enum values
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (212, 37) : Found multiple matching enum values
    Angelscript log opened
    Server started logging Angelscript on map 'toonrun1' at: 2016-05-01 00:37:51
    WARNING: CCustomEntityFuncs::RegisterCustomEntity: No class called "ammo_556NatoMag"!
    CCustomEntityFuncs::RegisterCustomEntity: Cannot register entity 'ammo_9mmpara'; a custom entity by that name already exists!
    Server stopped logging Angelscript at: 2016-05-01 00:38:12

  12. #12
    рокегмап ._. KaLo's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Nice one , but I still hope these things goes true:

    Click image for larger version. 

Name:	shield.png 
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ID:	17211
    1. Shield: I found a map named sc_army4final21 , the medic and some grunts are equipped shield and they really blocking bullets when you shoot their shield, if this "immune hitbox" can use on player , CS shield will achieve.


    Click image for larger version. 

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ID:	17212
    2. Smoke Grenade: I know it did nothing damage in CS, but the smoke look like monster_chumtoad's poison smoke , if this smoke grenade become a damaging smoke grenade , it will be fun.


    Click image for larger version. 

Name:	hegrenade.png 
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ID:	17214
    3. HighExplode Grenade: its very normal , just a weapon_handgrenade reskin.


    Click image for larger version. 

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ID:	17213
    4. Flash Grenade: .....trolling weapon, if it can make monster goes panic (create an env_fade only affect on player who saw this grenade blow) , it still can use for some use.


    5. Real Silencer Effect: the silencer actually doing nothing now. However sometimes you shoot , NPCs will run to the sound source to check out what happening here, if Silencer denied the NPC sound detecting , it can use when Enemy is back on you or Enemy is alone so their friend can't detect your shot.
    Last edited by KaLo; 01-05-2016 at 04:46 AM.

  13. #13
    Banned Solokiller's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    For the silencer, setting the weapon volume to something low, or nothing at all should achieve the effect of silencing the weapon.

  14. #14
    Just another co-op player Maestro Fénix's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Ah yes, the shield must return in one way or another. It could open a new way of gameplay possibilities.


    Here we go again

  15. #15
    Banned Solokiller's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    CS uses engine level support for the shield. I don't know how it accesses this, i think some entvars_t variable is used to pass along this information. I recall seeing it while working on a crash bug in the traceline code, but i can't recall what it looked like.

  16. #16
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    I'm not sure why I'm receiving this error via my logs!

    WARNING: svencoop_addon/scripts/maps/cs16/cs16.as (28, 1) : A function with the same name and parameters already exists
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (11, 11) : Name conflict. 'MP5_DEFAULT_GIVE' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (13, 11) : Name conflict. 'MP5_MAX_CLIP' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (14, 11) : Name conflict. 'MP5_WEIGHT' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_m3.as (1, 14) : Name conflict. 'VECTOR_CONE_DM_SHOTGUN' is a global property.
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_m3.as (8, 12) : Name conflict. 'SHOTGUN_SINGLE_PELLETCOUNT' is a global property.
    WARNING: svencoop/scripts/maps/hl_weapons/weapon_hlmp5.as (264, 37) : Found multiple matching enum values
    WARNING: svencoop_addon/scripts/maps/cs16/weapon_mp5navy.as (212, 37) : Found multiple matching enum values
    Angelscript log opened
    Server started logging Angelscript on map 'toonrun1' at: 2016-05-01 00:37:51
    WARNING: CCustomEntityFuncs::RegisterCustomEntity: No class called "ammo_556NatoMag"!
    CCustomEntityFuncs::RegisterCustomEntity: Cannot register entity 'ammo_9mmpara'; a custom entity by that name already exists!
    Server stopped logging Angelscript at: 2016-05-01 00:38:12
    This conflict happens because there is another script with the same name as the MP5navy. adding a sufix to that stuff will fix it.

    VECTOR_CONE_DM_SHOTGUN and SHOTGUN_SINGLE_PELLETCOUNT is also conflicting with another script.

    No class called "ammo_556NatoMag"! This class is inside the M4a1 script. Remember to enable it.

    Nice one , but I still hope these things goes true:

    Name: shield.png
    Views: 1
    Size: 600.0 KB
    ID: 17211
    1. Shield: I found a map named sc_army4final21 , the medic and some grunts are equipped shield and they really blocking bullets when you shoot their shield, if this "immune hitbox" can use on player , CS shield will achieve.


    Name: smoke.png
    Views: 0
    Size: 26.3 KB
    ID: 17212
    2. Smoke Grenade: I know it did nothing damage in CS, but the smoke look like monster_chumtoad's poison smoke , if this smoke grenade become a damaging smoke grenade , it will be fun.


    Name: hegrenade.png
    Views: 0
    Size: 103.2 KB
    ID: 17214
    3. HighExplode Grenade: its very normal , just a weapon_handgrenade reskin.


    Name: flash.png
    Views: 0
    Size: 22.7 KB
    ID: 17213
    4. Flash Grenade: .....trolling weapon, if it can make monster goes panic (create an env_fade only affect on player who saw this grenade blow) , it still can use for some use.


    5. Real Silencer Effect: the silencer actually doing nothing now. However sometimes you shoot , NPCs will run to the sound source to check out what happening here, if Silencer denied the NPC sound detecting , it can use when Enemy is back on you or Enemy is alone so their friend can't detect your shot.
    Thanks for the feedback, will get to work on that as soon as I can. (as of right now I'm trying to implement the HE Grenade using Nero's base code)

  17. #17
    a person RNG's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    damn this is neat, already did some ripent jobs to old maps with these to spice them up so far.

    something i wanna suggest tho: would be nice to have some version that changes ammo types to default sven ones, for compability and faster implementation in maps. if not else u should atleast update the forum post with the ammo types u made and which guns use which.

    second the folder structure is pretty unnecessarily cluttered, for example how all the guns have separate folders that fill straightup inside sound/models folder.
    would been easy to have a folder called cs16guns or something to hold them in, but i guess that would break stuff in this point.

    also to mention about rather obvious idea with bigger effort which is CS buy menu, should be possible in amx menu style and would be cool as hell.

    last something i forgot to mention: make a general res file template for servers so regular players wont end up shooting with ERROR signs.
    edit: made a resfile with flrgen myself, now im wondering what is models/m4a1/Nova pasta/v_m4a1.mdl lol.
    not else but shouldnt have spaces in names
    Last edited by RNG; 01-05-2016 at 01:22 PM.

  18. #18
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by RNG View Post
    damn this is neat, already did some ripent jobs to old maps with these to spice them up so far.

    something i wanna suggest tho: would be nice to have some version that changes ammo types to default sven ones, for compability and faster implementation in maps. if not else u should atleast update the forum post with the ammo types u made and which guns use which.

    second the folder structure is pretty unnecessarily cluttered, for example how all the guns have separate folders that fill straightup inside sound/models folder.
    would been easy to have a folder called cs16guns or something to hold them in, but i guess that would break stuff in this point.

    also to mention about rather obvious idea with bigger effort which is CS buy menu, should be possible in amx menu style and would be cool as hell.

    last something i forgot to mention: make a general res file template for servers so regular players wont end up shooting with ERROR signs.
    edit: made a resfile with flrgen myself, now im wondering what is models/m4a1/Nova pasta/v_m4a1.mdl lol.
    not else but shouldnt have spaces in names
    Over and over I keep forgeting about that folder, you can delete that folder btw. (Testing leftovers)

    The reason why things aren't organized like they should is that the models already call for sounds by default (like they are already set up to be in one single place, moving that file even when precaching the sound will break the sound). I could do more organized things for the models in the future, but I'm currently working in the HE Grenade.

    Solokiller already made a buy menu long ago, maybe in the next update it can be fully implemented?

    Edit: Updated the weapons and the link.
    Last edited by KernCore; 01-05-2016 at 02:41 PM.

  19. #19
    Registered User kmkz's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    there are some errors in the filenames of files that the script demands or the filenames that are in the pack.
    here is a list:

    (what the script ask)-->(filenames in the downloadable pack)
    'sound/weapons/aug_clipin.wav'-->'sound/weapons/aug-clipin.wav'
    'sound/weapons/aug_forearm.wav'-->'sound/weapons/aug-forearm.wav'
    'sound/weapons/awp_clipin.wav' -->'sound/weapons/awp-clipin.wav'
    'sound/weapons/knife_hitwall1.wav'-->'sound/weapons/knife_hitwall.wav'
    'sound/weapons/sliderelease1.wav'-->'sound/weapons/slidebackrelease1.wav'
    'sprites/customweapons/weapon_csm249.txt' -->'sprites/customweapons/weapon_csm429.txt'

    also the script ask for files that seems to be missing:
    sprites/customweapons/640hud8.spr'
    sprites/customweapons/640hud9.spr'
    'models/xm1014/v_xm1014.mdl'
    'models/xm1014/w_xm1014.mdl'
    'models/xm1014/p_xm1014.mdl'
    'sprites/customweapons/sniper_scope.spr'
    'sprites/customweapons/sniper_scope.spr'

    Quote Originally Posted by RNG View Post
    last something i forgot to mention: make a general res file template for servers so regular players wont end up shooting with ERROR signs.
    the error sign problem is caused by the error that i am reporting (wrong filenames/missing files). Still a .res file is very useful to server owners.

    Nice job! , for some reason i cant make work this pack with weapon_rg6 but i will keep testing...

  20. #20
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by kmkz View Post
    there are some errors in the filenames of files that the script demands or the filenames that are in the pack.
    here is a list:

    (what the script ask)-->(filenames in the downloadable pack)
    'sound/weapons/aug_clipin.wav'-->'sound/weapons/aug-clipin.wav'
    'sound/weapons/aug_forearm.wav'-->'sound/weapons/aug-forearm.wav'
    'sound/weapons/awp_clipin.wav' -->'sound/weapons/awp-clipin.wav'
    'sound/weapons/knife_hitwall1.wav'-->'sound/weapons/knife_hitwall.wav'
    'sound/weapons/sliderelease1.wav'-->'sound/weapons/slidebackrelease1.wav'
    'sprites/customweapons/weapon_csm249.txt' -->'sprites/customweapons/weapon_csm429.txt'

    also the script ask for files that seems to be missing:
    sprites/customweapons/640hud8.spr'
    sprites/customweapons/640hud9.spr'
    'models/xm1014/v_xm1014.mdl'
    'models/xm1014/w_xm1014.mdl'
    'models/xm1014/p_xm1014.mdl'
    'sprites/customweapons/sniper_scope.spr'
    'sprites/customweapons/sniper_scope.spr'



    the error sign problem is caused by the error that i am reporting (wrong filenames/missing files). Still a .res file is very useful to server owners.

    Nice job! , for some reason i cant make work this pack with weapon_rg6 but i will keep testing...
    Will get to work on that. Thanks for the feedback. You can ignore the sniper_scope.spr since none of the scoped weapons uses that sprite.

  21. #21
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    I've included the xm1014 for the next update (silly me for not double checking that)

    Checked for many inconsistences in the script and in the files, most of them doesnt exist (I double checked that for sure).
    as for 640hud8 and 9 are the warnings of radioactive/electricity/biohazard stuff, don't really need them since hl1 comes with them.
    and again ignore the sniper_scope.spr, I'm using the old sniper scope (ch_sniper.spr) to cover that until support for tunnel vision comes out (as of right now I don't know of any developers confirming it, so don't expect it too soon).

    If you're still getting those errors, please post a screenshot of both the script and the folders with it, so I might investigate it with more precision.

    I would also like to request a .res file to upload together with the update.

  22. #22
    warrior spy-warrior's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Hello,
    Quote Originally Posted by KaLo View Post
    Nice one , but I still hope these things goes true
    +1 Smoke Grenade & Shield

    Quote Originally Posted by Maestro Fénix View Post
    Ah yes, the shield must return in one way or another. It could open a new way of gameplay possibilities.
    Quote Originally Posted by Solokiller View Post
    CS uses engine level support for the shield. I don't know how it accesses this, i think some entvars_t variable is used to pass along this information. I recall seeing it while working on a crash bug in the traceline code, but i can't recall what it looked like.
    Yes, good

    Please, add map test exemple: Counter-Strike Training Weapons

    Thanks

  23. #23
    a person RNG's Avatar  
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    https://dl.dropboxusercontent.com/u/...riptserver.res

    made this for map earlier on. it doesnt include the scripts tho, only content. those can be added too alternatively but id usually prefer scripts itself to be server only

  24. #24
    Registered User kmkz's Avatar
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    Buenos aires, Argentina
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    21

    Re: [Custom Weapons] All Counter-Strike Weapons.

    Error: server failed to transmit file 'sound/weapons/aug-clipin.wav'
    Error: server failed to transmit file 'sound/weapons/aug-forearm.wav'
    Error: server failed to transmit file 'sound/weapons/awp-clipin.wav'
    Error: server failed to transmit file 'sound/weapons/knife_hitwall.wav'
    Error: server failed to transmit file 'sound/weapons/slidebackrelease1.wav'
    Error: server failed to transmit file 'sprites/customweapons/640hud8.spr'
    Error: server failed to transmit file 'sprites/customweapons/640hud9.spr'
    Error: server failed to transmit file 'sprites/customweapons/weapon_csm429.txt'
    Error: server failed to transmit file 'models/xm1014/v_xm1014.mdl'
    Error: server failed to transmit file 'models/xm1014/w_xm1014.mdl'
    Error: server failed to transmit file 'models/xm1014/p_xm1014.mdl'
    Error: 'models/xm1014/v_xm1014.mdl' not found, swapping it for 'models/error.mdl'.
    Error: 'models/xm1014/w_xm1014.mdl' not found, swapping it for 'models/error.mdl'.
    Error: 'models/xm1014/p_xm1014.mdl' not found, swapping it for 'models/error.mdl'.

    these errors appear on console when i pick up the weapons, anyway only the shotgun models error seems to have a effect on the game.

  25. #25
    рокегмап ._. KaLo's Avatar
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    Apr 2009
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    351

    Re: [Custom Weapons] All Counter-Strike Weapons.

    The Mega link (updated one) , the scripts become "can not loaded".

    After I install the Outdated One , the script works again.

    something wrong in it .

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