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

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  1. #76
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Cybermax View Post
    What's New?
    You did not think to make two versions?
    German vs American weapon and German vs Russian weapon.
    Thus, it is possible to overcome the limitation on the number of weapons.
    What do you mean by that? This is the CS1.6 section, the WW2 update which will also improve compatibility is yet to come.
    I need some models finished before I can start on it.
    And yes it is possible now to overcome the old 64 weapon limit.

  2. #77
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Sorry, I confused threads.
    I'm on moddb
    I'm on gamebanana
    I'm on youtube

  3. #78
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    Re: [Custom Weapons] All Counter-Strike Weapons.


  4. #79
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by DavidBlack View Post
    Fixed in the next release, thanks for letting me know.

  5. #80
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Just Updated

  6. #81
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    It is good!
    where is the bomb?
    i want request c4.

    if u fine...

  7. #82
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by sthts112 View Post
    It is good!
    where is the bomb?
    i want request c4.

    if u fine...
    Probably in a distant future

  8. #83
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    I'm making one if ya wants it ^^
    Nero of TSP and Wotnet
    Ingame names: Nero, Horny-Girl-13
    IRC nick: Nero (probably)

  9. #84
    Just another co-op player Maestro Fénix's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Nero View Post
    I'm making one if ya wants it ^^
    So, someone could now make a CS gameplay recreation in SC, like I did in OC?

    Oh boy, lets go Ripent all the CS maps!!!


    Here we go again

  10. #85
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Nero View Post
    I'm making one if ya wants it ^^
    Holly shit.. awesome!
    This is exactly i want it.

    LOL Thank


    Does it actually damage the teammate? Like cs?
    If it's right. real funny. XD
    Last edited by sthts112; 14-03-2017 at 01:50 AM. Reason: More content

  11. #86
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Maestro Fénix View Post
    So, someone could now make a CS gameplay recreation in SC, like I did in OC?

    Oh boy, lets go Ripent all the CS maps!!!


    Yeah that could probably be done ^^


    https://dl.dropboxusercontent.com/u/...c4_v1.0-R1.rar
    Nero of TSP and Wotnet
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  12. #87
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Nero View Post
    Yeah that could probably be done ^^


    https://dl.dropboxusercontent.com/u/...c4_v1.0-R1.rar
    Thanks again.

    How should i put in (void MapInit) ?
    I just saw like ..
    void CS16_RegisterWeapon_C4()
    {
    g_CustomEntityFuncs.RegisterCustomEntity( "CWeaponC4", "weapon_c4" );
    g_ItemRegistry.RegisterWeapon( "weapon_c4", "custom_weapons/cs16", "c4" );
    }
    void CS16_RegisterEntity_C4()
    {
    g_CustomEntityFuncs.RegisterCustomEntity( "CC4", "c4" );
    }
    So..

    #include "custom_weapons/cs16/weapon_c4"
    and ..

    void MapInit()

    {
    CS16_RegisterWeapon_C4();
    CS16_RegisterEntity_C4();
    }
    And i was add string.
    like this.
    string GetWeapon_C4Name()
    {
    return "weapon_c4";
    }
    What ever.. i tried anything.
    But i could not spawn it yet. umm...
    Last edited by sthts112; 14-03-2017 at 10:27 AM.

  13. #88
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    oh, nah you'll want your mapscript.as to contain this:

    Code:
    #include "../../custom_weapons/cs16/weapon_c4"
    
    void MapInit()
    {
    	CS16_RegisterWeapon_C4();
    	CS16_RegisterEntity_C4();
    }
    (or wherever you placed the weapon_c4.as, just remember that #include starts looking in the same folder as the map-script)
    :3
    Nero of TSP and Wotnet
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    IRC nick: Nero (probably)

  14. #89
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Nero View Post
    oh, nah you'll want your mapscript.as to contain this:

    Code:
    #include "../../custom_weapons/cs16/weapon_c4"
    
    void MapInit()
    {
    	CS16_RegisterWeapon_C4();
    	CS16_RegisterEntity_C4();
    }
    (or wherever you placed the weapon_c4.as, just remember that #include starts looking in the same folder as the map-script)
    :3
    Now it work
    Im a little confused. svencoop_addon\scripts and svencoop\scripts.
    I was edit my svencoop\scripts data. so didnt work. XD

    Thx 4 the help!~

  15. #90
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    https://www.dropbox.com/s/cmpn5rzlok....2-R4.rar?dl=0

    Updated to have a info_bomb_target, you can enable/disable bomb-zones at the top of the file.
    Also included the .fgd which I haven't tested, but it probably works :3

    Just use
    Code:
    CS16_Register_C4();
    this time :3
    Last edited by Nero; 15-03-2017 at 03:49 PM.
    Nero of TSP and Wotnet
    Ingame names: Nero, Horny-Girl-13
    IRC nick: Nero (probably)

  16. #91
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by Nero View Post
    https://www.dropbox.com/s/cmpn5rzlok....2-R4.rar?dl=0

    Updated to have a info_bomb_target, you can enable/disable bomb-zones at the top of the file.
    Also included the .fgd which I haven't tested, but it probably works :3

    Just use
    Code:
    CS16_Register_C4();
    this time :3
    I don't have enough knowledge of map production.
    But.. I had one idea. for simple hunting map.

    Spawning a monster on a long vertical map and designate it as a place to install a bomb at the summoning point.
    On the other side is the starting point of the player.
    The player hunts monsters and proceeds to set up bombs.

    If the bomb explodes successfully, the monster changes or + a new kind of monster appears
    And restart in Starting point
    (Like lvl 2)
    But need more knowledge of map production.

    If someone makes it. it will be new style map..
    Thank you very much Nero!

  17. #92
    Registered User Sprengmeister's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Hi =D
    Does anyone has an idea how to set up the cs16 stuff in a plugin? Until now I only wrote map scripts. I tried some things like including the needed *.as files in the plugin file like:
    Code:
    #include "cs16/weapon_ak47"
    #include "cs16/BulletEjection"
    
    void PluginInit()
    {
        g_Module.ScriptInfo.SetAuthor( "KernCore and others (plugin support by Che of Doom \"Sprengmeister\")" );
        g_Module.ScriptInfo.SetContactInfo( "http://forums.svencoop.com/" );
    }
    
    void MapInit()
    {
        RegisterAK47();
        RegisterAK47AmmoBox();
    ...
    }
    But I get a lot of problems when starting a map. Starting with:

    ... /svencoop/scripts/plugins/cs16/weapon_ak47.as (16, 21) : Identifier 'ScriptBasePlayerWeaponEntity' is not a data type in global namespace ...

    I also tried to put the Register lines into PluginInit(){..


    Finally I think it should work because the api says so since the last uptdate.
    Last edited by Sprengmeister; 13-04-2017 at 12:06 PM.

  18. #93
    Regular player DNIO071's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    It should work the way you put it, but all of the weapon scripts need to be updated for the 5.11 Angelscript API and they will only work on the Release Candidate beta. KernCore will provide the updated files once version 5.11 is up.
    Have a nice day, no matter what you went through it'll all be okay by tomorrow.

  19. #94
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Update released!
    It's highly recommended for people to update it

  20. #95
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by KernCore View Post
    Update released!
    It's highly recommended for people to update it
    Error

    Click image for larger version. 

Name:	877878.png 
Views:	33 
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ID:	17647

  21. #96
    200 MB Angelscript log file KernCore's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by join10 View Post
    Error

    Click image for larger version. 

Name:	877878.png 
Views:	33 
Size:	213.8 KB 
ID:	17647
    Whoops.
    Updated again.

  22. #97
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by KernCore View Post
    Whoops.
    Updated again.
    thx

  23. #98
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Thx 4 taking my request.
    I enjoyed it. and.. if fine.. i want to make one more request.
    Is it possible to defuse c4?

  24. #99
    Registered User Sprengmeister's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Nice Work =D

  25. #100
    Japanese Wannabe NYO~~~! ゞ(´゜ω゜)つ~☆ Nero's Avatar
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    Re: [Custom Weapons] All Counter-Strike Weapons.

    Quote Originally Posted by sthts112 View Post
    Thx 4 taking my request.
    I enjoyed it. and.. if fine.. i want to make one more request.
    Is it possible to defuse c4?

    No not at the moment, I might add that some day though/someone else. :3
    Nero of TSP and Wotnet
    Ingame names: Nero, Horny-Girl-13
    IRC nick: Nero (probably)

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