Individual Weapon Models

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greenie
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Joined: Sun Nov 21, 2021 4:55 pm
Jucator SA:MP ?: Nu
Nick:: greenie
Jucator CS ?: Nu

Individual Weapon Models

Post by greenie »

Individual Weapon Models

description
This plugin makes you able to add more view models (Those you see when you are holding the weapon. Spectators also see it) for each weapon and let each user use what he wants.

To change the model of a non droppable weapon (knife,grenades) the user must press DROP
To change the model of a droppable weapon the user must press USE+DROP

how to add models
The default model for each weapon is named accordingly the weapon name.
Knife model, as an example, is "v_knife.mdl".
If you want to add another knife model you would name the new model to a name similar to the original (but different) like "v_knife_silver.mdl" and put it in the folder "models".
Then, in the config file, you would add the line:
knife knife_silver
cvars
weaponModels_default 1 - If the default model should be still used for all weapons that you added a new skin. If you set it to 0 the default model will not be used unless you added it to the config file. Let's say you don't wont to use the default models for any weapon other than the usp. You would set this to 0 and in the config file you would add
usp usp
changelog
1.1 - Fixed shield animation related stuff
1.2 - Added shield model option


This plugin doesn't handle weapons sounds and I don't plan to change it in that way.
By default, the config file adds a skin to the knife that comes with CS so clients won't need to download it

Thanks to Connor for the idea of changing the knife model this way, xPaw that remembered me of this, and Stupok that helped me testing it.

If a considerable number of people wants to I will add the option of save the preferred model permanently in a database.

Lastly, the plugin misses a thing that is, when you change a model before the weapon being fully deployed the visual weapon animation doesn't play, but the model changes. It doesn't affect the plugin behaviour at all, it isn't needed, but it will be nice. Will fix this when i have a good solution without having to hardcode the weapon deploy animations numbers.

plugin
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