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Re: cs weapons modification
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sPlOrYgOn
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Default Re: cs weapons modification - 15-09-2005

actually in war3mod it first sees if the damage kills the player then it sets the dead flag and health to 0 and sends the damage message and death message and updates the frags and deaths and gives the killer $300 then sends a message to update the money on the HUD of the killer..
basicly covers what CS does when a player kills another player..
  
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Re: cs weapons modification
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  (#22)
BotUser
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Default Re: cs weapons modification - 15-09-2005

@sPlOrYgOn:
yes, you're right. However, if I just set health to 0 and the dead flag to 1 in CS, the killed player just freezes in an awkward position. So, what misses here is triggering the "death sequence" for a player getting killed. I dunno how this works in war3mod. Must check this further.

@Lazy:
who's the pityful creature you have in your sig picture ?
  
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Re: cs weapons modification
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Lazy
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Default Re: cs weapons modification - 16-09-2005

First:
http://www.thatvideosite.com/view/518.html
http://www.thatvideosite.com/view/525.html

As for doing damage, it does seem that even though trigger_hurt->v.owner is set the damage inflictor does not get credit for the kill.
There may be other hacks to do damage but I'll have to look around for them when I get the chance.
  
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Re: cs weapons modification
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Rusty Le Cyborg
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Default Re: cs weapons modification - 23-09-2005

Apologies for temporarily hijacking this thread, but I was wondering if this has been covered before.

Gas Grenades in CS or CZ?

I know there is a plugin for AMXMod that allows gas grenades. The problem being that they replace smoke grenades.

My question is... (to my hero Lazy!)

Is it possible to write a plugin which would enable them in CS? We have all the necessary models for them, and some sprites I believe.

Forum thread about Gas Nades

Cheers for now

PS - I will create another thread if you would rather
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Last edited by Rusty Le Cyborg; 23-09-2005 at 02:48..
  
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Re: cs weapons modification
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Lazy
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Default Re: cs weapons modification - 23-09-2005

Short answer:
It is not possible to add new weapons to an existing mod.

Long answer:
It can be hacked in, the flipside of tfc did this by giving every player a medkit and forcing them to select it when a custom weapon was used.
Unfortunately, CS and CZ do not have silent weapons so I don't think its possible that way.

It may however be possible to convert smoke grenades into gas grenades if the user presses the secondary attack button to change modes.

Since that only changes the behaviour of the entity rather than adding a new one it is probably possible.

I'll take a look at this tomorrow and see how it goes, I still have to finish a plugin for tfc that someone wanted.
  
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Re: cs weapons modification
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Rusty Le Cyborg
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Default Re: cs weapons modification - 23-09-2005

Quote:
Originally Posted by Lazy
It may however be possible to convert smoke grenades into gas grenades if the user presses the secondary attack button to change modes.
Now that I'd like to see

Crikey... is there anything you don't know?

Cheers for now


  
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Re: cs weapons modification
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Lazy
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Default Re: cs weapons modification - 03-10-2005

Sorry for the delay of response, I'm still looking for a reliable way to damage players in CS.
Hopefully an idea will come around soon.
  
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Re: cs weapons modification
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Default Re: cs weapons modification - 29-10-2005

No advance from my part on this issue. Well ... I guess I'll have to put up with the half-assed solution I have right now.

@Lazy: too bad you changed the your pic in the sig ...
  
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Re: cs weapons modification
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Lazy
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Default Re: cs weapons modification - 31-10-2005

I'll take a look again later on when I have enough free space to re-install CS.

[offtopic]
I regularly change my avatar since I don't like to look at the same thing for a long period of time.
I have lots more of them but rotating them manually has been too time consuming.
[/offtopic]

Another crazy idea is to find the location of TakeDamage in memory.
If you do manage to find it you'll have to call it from assembly and figure out how it's arguments are placed on the stack.
For classes I think it's <object ptr> <param> <param> <ect> but I haven't touched that stuff in so long I may have it wrong or it may not be possible.
  
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Re: cs weapons modification
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Default Re: cs weapons modification - 03-11-2005

As I can see, Lazy, you're a really devoted HL SDK guy. I highly appreciate your efforts and your input.

As far as the issue in this thread is concerned, I think I can live with what I have right now and I'll consider the case closed, so please don't waste any more of your precious time on this (unless you're interested in that problem yourself).

Thanks for your help, dude

botuser
  
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