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

Page 2 of 5 FirstFirst 12345 LastLast
Results 26 to 50 of 112
  1. #26
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    Quote Originally Posted by KaLo View Post
    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    After I install the Outdated One , the script works again.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 .
    I see what's the problem.

    Replace the AWP Script with this one in scripts/maps/cs16.

    I'll be updating correctly when I fully implement the HE Grenade.
    Last edited by KernCore; 03-05-2016 at 04:12 PM.

  2. #27
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    Quote Originally Posted by KernCore View Post
    I see what's the problem.

    Replace the AWP Script with this one in scripts/maps/cs16.

    I'll be updating correctly when I fully implement the HE Grenade.
    Ok script can load now , but there's more bug:

    1. 12gauge entity goes "ammo_9mmpara" because this code was incorrect in m3.as:

    string GetTwelveGaugeBoxName()
    {
    return "ammo_9mmpara";
    }


    Replace "ammo_9mmpara" to "ammo_12gauge" and M3's ammo entity will be ammo_12gauge again.

    2. ammo_556Nato still can't spawn:


    3. Animation bugs:
    I - scope weapons = when you click "R" (reload) while scoping , player can't act the sniper reload animation.
    And when the buggy reload animation ended , player return to the scoping pose but it actually not scoping.


    II - elite = when it fire , player can't act the uziakimbo attack animation , also its reload animation can't act too.

  3. #28
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    1. Fixed
    2. Could you send me that map so I can see what's going on? I'm planning on replacing those ammo models with the ones from CSCZ Deleted Scenes
    3. I can't really fix the Dual Berettas player anim because the Uzis player anim set is set to work only with the uzis, any other weapon it tries to use it will glitch it.
    As for scoped weapons I don't really know what's going on, I tested this reload animation here and they worked.

  4. #29
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    Quote Originally Posted by KernCore View Post
    2. Could you send me that map so I can see what's going on? I'm planning on replacing those ammo models with the ones from CSCZ Deleted Scenes
    Here you go , this is just a outdated map stadium3 ripented (because stadium4 goes too complex so I can't easily ripent it), Zombie/Gonome spawn button set to ON/OFF , and the zombie/gonome won't stop spawning before you turn button OFF.

    DOWNLOAD

    And I created a button that reset all CS16 weapons in one second:



    For the scoping weapon bug , the reload animation won't be bugged when you are not scoping , but when you click reload in scoping , the player can't act it.

  5. #30
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    ~

    Fixed the 556 ammo, will be in the next update. Just a quick question, do you guys want the ammo models to be the CSCZ Deleted Scenes? Just so it can be easy to identify ammo for certain weapons.

  6. #31
    Regular player DNIO071's Avatar
    Join Date
    Mar 2016
    Location
    Argentina
    Posts
    71

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

    Quote Originally Posted by KernCore View Post
    CSCZ Deleted Scenes ammo models?
    The visual relation could be done if you use new ammo models, and stick to the original HL ones if you release an alternative code that uses SC ammo types.

    Amazing what you did here, but I found out that ammo can't be dropped (might be something AS can't do yet, but I just don't know that).

    Some of the CS p_models could be moved a bit so they are properly held by the player, but that's nothing really important to fix.
    Have a nice day, no matter what you went through it'll all be okay by tomorrow.

  7. #32
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    Quote Originally Posted by DNIO071 View Post
    The visual relation could be done if you use new ammo models, and stick to the original HL ones if you release an alternative code that uses SC ammo types.

    Amazing what you did here, but I found out that ammo can't be dropped (might be something AS can't do yet, but I just don't know that).

    Some of the CS p_models could be moved a bit so they are properly held by the player, but that's nothing really important to fix.
    I think that the code used for dropping ammo is:
    Code:
    ++m_iFiredAmmo;
    I might be wrong tho, it isn't fully implemented yet into AngelScript.

    As for the custom ammo, I had to use custom because of the sprites, since 1.6 uses different sprites for ammo (when you buy them) that would glitch with the sprites used for Sven Co-op.

    I had to use different ammo types because of that. Also, I'll be releasing the HE Grenade Later and work on this ammo thing. Will be updating the post soon with everything (including the .res and instructions on how to use it).

  8. #33
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    Just Updated.

  9. #34
    Registered User
    Join Date
    Jan 2016
    Posts
    3

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

    Hello, i missing a sprite file in weapon_sg550.txt

    sniper_scope.spr

  10. #35
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    Quote Originally Posted by hjkwe654 View Post
    Hello, i missing a sprite file in weapon_sg550.txt

    sniper_scope.spr
    Don't worry about that one, the snipers zoom is using ch_sniper.spr

  11. #36
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    I have another question....

    1. I looking at the scoping weapon AWP/Scout/G3sg1/sg550 , the scoping accuracy is high , but when not scoping , the accuracy doesn't decrease and not fit the Real CS noscope accuracy.

    2. Can you make a rise up recoil for the AK47? (and some weapons) , I remember this weapon create a massive rise-up recoil , click attack 2 seconds and the view go to facing ceiling.

  12. #37
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    I can try looking into that for the scoped weapons.

    For the AK-47 I can try increasing it's punchangle to rise it a bit more. But it will be a bit inconsistent (it can generate a punchangle = 0, 0 means no punchangle), since when I first started real programming was less than a month (that's when Solokiller and some other people aided me in Angelscript).

  13. #38
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    Quote Originally Posted by KaLo View Post
    I have another question....

    1. I looking at the scoping weapon AWP/Scout/G3sg1/sg550 , the scoping accuracy is high , but when not scoping , the accuracy doesn't decrease and not fit the Real CS noscope accuracy.

    2. Can you make a rise up recoil for the AK47? (and some weapons) , I remember this weapon create a massive rise-up recoil , click attack 2 seconds and the view go to facing ceiling.
    I've added some sort of Recoil (Very random) to the AK-47 and innacuracy to the sniper weapons. Try hitting one shot dead center while jumping with an awp and I will call you coldzera for life.

  14. #39
    warrior spy-warrior's Avatar  
    Contributor
    Join Date
    Nov 2006
    Location
    Europe, France, Paris
    Posts
    2,927

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

    Hello,

    Good map test cs16

    See, Custom Crosshairs, all mods Half-life 1
    http://www.bullseyecrosshairs.com/hlsites.shtm

    Please,

    add new folder cs16

    models/cs16/
    sprites/customweapons/cs16/
    sound/weapons/cs16/

    rename all sound,
    exemple:
    ak47-1.wav
    to
    ak47_1.wav

    http://www.svencoop.com/chat/ (Sven Co-op IRC Channel)

    irc.gamesurge.net #svencoop

    To help you correct the problems in direct.
    Pour vous aider à corriger les problèmes en directe.

    Thanks
    Last edited by spy-warrior; 05-05-2016 at 01:31 AM.

  15. #40
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    While I would love to rename the sounds and put them in another folder, they are hardcoded in the models (Will need to decompile, rename their directories, then compile again).

  16. #41
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    I'm working right now in the Flashbang and Smoke grenades and I will need some help on creating them because I don't know how to create those things.

    If anyone is able to code that stuff please do add me: http://steamcommunity.com/id/KernCore/

  17. #42
    Green eyed cat @n!t@'s Avatar
    Join Date
    Jan 2009
    Location
    Anitalink.com
    Posts
    150

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

    Just a thing to think: it is possible to add some shop plugin for this. it will be easy way to get these weapons without placing it on maps. And the best solution will be multiconfiguration of proces: for example some default prices in 1 cfg and if you need some custom prices for specific maps - some mapname.cfg

    And it's need to be configurable if you want to add more custom weapons, for example, previously posted grenade launcher
    Last edited by @n!t@; 05-05-2016 at 03:18 AM.
    Anitalink.com
    Жизнь порой несправедлива... но любовь придаёт этой несправедливости смысл...
    Life is unfair from time to time... But love gives a sense to this injustice...

  18. #43
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    Quote Originally Posted by @n!t@ View Post
    Just a thing to think: it is possible to add some shop plugin for this. it will be easy way to get these weapons without placing it on maps. And the best solution will be multiconfiguration of proces: for example some default prices in 1 cfg and if you need some custom prices for specific maps - some mapname.cfg

    And it's need to be configurable if you want to add more custom weapons, for example, previously posted grenade launcher
    Unfortunately ,Solokiller said scripts precached models can't be a server plugin.

    Only one way is make shop scripts works on map only too , you need to set "all maps' cfg files" to enable it.

    Also some maps should forbid explosives or even all of them , because it may break the map.
    Ex:
    1. in infested2.bsp , the elevator door need explosive , but you can buy grenade launcher to make it break early , it broke the map rule.
    2. in loz2_tree , mapper make player tend to use melee weapon , if they can buy guns , the map lose its meaning.

  19. #44
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
    Join Date
    Jul 2002
    Location
    Eskilstuna, Sweden.
    Posts
    578

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

    Myeah custom weapons can only be map scripts and have to be added to any map you want them in :/
    Nero of TSP and Wotnet
    Ingame names: Nero, Horny-Girl-13
    IRC nick: Nero (probably)

  20. #45
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    Updated the link with the HE Grenade (I'll skip the smoke and flashbangs because they are way beyong my skills of creating those things).

  21. #46
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    oops....HE Grenade....can't use

    "Host_Error: no precache: models/hegrenade/w_hegrenade.mdl"

    And....(look these 2 circles)



    ============================================================ =========================================

    Also the AK47's recoil has....problem , sorry I suggested a bad idea , this recoil doing bad punch angles:

    1. it shouldn't punch y angles , because the crosshair only rise UP when recoil in CS16 , not goes left / right.

    2. the recoil punch angle shouldn't be randomly , it should be "increasing" from 0 to -21.......if the increasing can't achieved , I suggest to cancel this point...

    Ex:

    1st shot punchs 0 x-axis
    2nd shot punchs -3 x-axis
    3rd shot punchs -6 x-axis
    4th shot punchs -9 x-axis
    5th shot punchs -12 x-axis
    6th shot punchs -15 x-axis
    7th shot punchs -18 x-axis
    ...
    ...
    ...
    And it should have a max -21 x-axis punch.

    stop shooting will back to 1st punch (highest accuracy)

    So when you hold fire longer , the harder you can hit the enemy.

    ============================================================ =========================================

    Once time using knife , I found 2 bugs:

    1. If you use secondary attack (Stab) and not hitting anything , this attack will auto-fire when you touch the wall or NPC's body , switching weapon can't cancel this charge and you will saw gun fire a stab sound and stab the enemy.

    2. I found something cheating , if you click Slash->Stab->Slash in 1 seconds , you will did triple times attack , damage enemy three times. (not working on wall)
    Last edited by KaLo; 06-05-2016 at 12:36 AM.

  22. #47
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    260

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

    The heck, how is the hegrenade sprites not working? I made sure I included in it with the hegrenade.txt.

    I removed the y axis to the ak recoil, and let it with the x axis. Unfortunatly I'm not able to program this to happen.

    I fixed the timings on the knife, should be balanced now.
    As for the auto fire of the stab, I don't know how to fix this.

    I'll be updating this soon

  23. #48
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    Quote Originally Posted by KernCore View Post
    I removed the y axis to the ak recoil, and let it with the x axis. Unfortunatly I'm not able to program this to happen.
    Its alright , maybe Solokiller know how to do , but for now AK47 should return to old recoil before we found the way to make punch stacking per shots.

    In my memory , AMXX has a script concept:

    const i

    if i <= 0
    {

    i = i - 3

    }
    else if i <= -21
    {

    i = -21

    }
    Last edited by KaLo; 06-05-2016 at 08:29 AM.

  24. #49
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

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

    Take a look at this: http://cs16nd.googlecode.com/svn/dlls/wpn_ak47.cpp

    The KickBack call is what you want.

    Implementation in this file: http://cs16nd.googlecode.com/svn/dlls/weapons.cpp

    You'll never get it to have 100% identical kickback because it relies on random numbers. While the engine's random number generator is deterministic, it's used by other code, so the results aren't identical to CS's code. It should be close enough to be almost unnoticeable though.

  25. #50
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

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

    hmm I check this code:

    void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change)
    {
    float flFront, flSide;

    if (m_iShotsFired == 1)
    {
    flFront = up_base;
    flSide = lateral_base;
    }
    else
    {
    flFront = m_iShotsFired * up_modifier + up_base;
    flSide = m_iShotsFired * lateral_modifier + lateral_base;
    }

    m_pPlayer->pev->punchangle.x -= flFront;

    if (m_pPlayer->pev->punchangle.x < -up_max)
    m_pPlayer->pev->punchangle.x = -up_max;
    }
    if (m_pPlayer->pev->velocity.Length2D() > 0)
    KickBack(1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7);
    else if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
    KickBack(2.0, 1.0, 0.5, 0.35, 9.0, 6.0, 5);
    else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
    KickBack(0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9);
    else
    KickBack(1.0, 0.375, 0.175, 0.0375, 5.75, 1.75, 8);
    the FL_ONGROUND and FL_DUCKING is what state player is doing ,FL_Ducking is sitting and the recoil will reduced.

    KickBack(0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9) means:
    up_base = 0.9
    lateral_base = 0.35
    up_modifier = 0.15
    lateral_modifier = 0.025
    up_max = 5.5
    lateral_max = 1.5
    direction_change = 9

    m_iShotsFired is how many bullets you shot from the start.

    so your 5th ducking shot will receive this amount of punch angles:
    flFront = m_iShotsFired * up_modifier + up_base
    => flFront = 5 * 0.15 + 0.9 = 1.65
    so the punch x-axis :
    m_pPlayer->pev->punchangle.x = -flFront = -1.65
    And this code is the highest punch , over this number the punch angles won't decrease more.
    if (m_pPlayer->pev->punchangle.x < -up_max)
    m_pPlayer->pev->punchangle.x = -up_max;
    }

    => if (m_pPlayer->pev->punchangle.x < -5.5
    m_pPlayer->pev->punchangle.x = -5.5
    After I tested these code:

    self.m_pPlayer.pev.punchangle.x = Math.RandomLong( 0, 0 );
    if( self.m_iShotsFired == 1 )
    {
    self.m_pPlayer.pev.punchangle.x = 0
    }
    else
    {
    self.m_pPlayer.pev.punchangle.x = -self.m_iShotsFired * 0.5 - 2.0
    }

    if( self.m_pPlayer.pev.punchangle.x < -6)
    {
    self.m_pPlayer.pev.punchangle.x = -6
    }
    Unfortunately..... self.m_iShotsFired won't work.

    m_iShotsFired seems to be a CS16's unique stats , it can't be used on SvenCoop
    Last edited by KaLo; 06-05-2016 at 09:32 PM.

Page 2 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •