Setting v model

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Mark
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Setting v model

#1

Post by Mark » 5 years ago

Coming soon!
Last edited by Mark 5 years ago, edited 1 time in total.

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Raheem
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#2

Post by Raheem » 5 years ago

Should work, can you post this grenade resources so i can test it?
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Mark
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#3

Post by Mark » 5 years ago

Raheem wrote: 5 years ago Should work, can you post this grenade resources so i can test it?
Edit removed files for now as I will post in extra when done
Last edited by Mark 5 years ago, edited 1 time in total.

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#4

Post by Raheem » 5 years ago

OK i detect it, in public HAM_Deploy(ent) you need to change: TO: Also this part of code is useless, you can remove it:
    1. register_event("CurWeapon", "Event_CurrentWeapon", "be", "1=1", "2=25")
    2.  
    3. public Event_CurrentWeapon(Player)
    4. {
    5.     // Dead or not zombie or don't have grom. grenade
    6.     if(!is_user_alive (Player) || ze_is_user_zombie(Player) || g_NadeCount[Player] <= 0)
    7.         return PLUGIN_CONTINUE
    8.    
    9.     // Replace flashbang model with our ones
    10.     set_pev(Player, pev_viewmodel2, grenade_model_v)
    11.     set_pev(Player, pev_weaponmodel2, grenade_model_p)
    12.    
    13.     return PLUGIN_CONTINUE
    14. }
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#5

Post by Night Fury » 5 years ago

Why did you delete the main post?
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Raheem
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#6

Post by Raheem » 5 years ago

Seems he need no one to take this item... Bad idea.

To delete this topic better?
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#7

Post by Night Fury » 5 years ago

Raheem wrote: 5 years ago Seems he need no one to take this item... Bad idea.

To delete this topic better?
Ah no.
He'll post it.
Mark wrote: 5 years ago
Edit removed files for now as I will post in extra when done
Want your own mod edition? PM me.
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Raheem
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#8

Post by Raheem » 5 years ago

So why he removed them, anyway the problem was not problem so this topic will not help others much for anyway.
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