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Setting v model
Posted: 20 Sep 2018, 02:52
by Mark
Coming soon!
Re: Setting v model
Posted: 20 Sep 2018, 03:39
by Raheem
Should work, can you post this grenade resources so i can test it?
Re: Setting v model
Posted: 20 Sep 2018, 11:41
by Mark
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
Re: Setting v model
Posted: 20 Sep 2018, 13:55
by Raheem
OK i detect it, in
public HAM_Deploy(ent)
you need to change:
if(is_user_alive(id))return
TO:
if(!is_user_alive(id))return
Also this part of code is useless, you can remove it:
register_event("CurWeapon", "Event_CurrentWeapon", "be", "1=1", "2=25")
public Event_CurrentWeapon(Player)
{
// Dead or not zombie or don't have grom. grenade
if(!is_user_alive (Player) || ze_is_user_zombie(Player) || g_NadeCount[Player] <= 0)
return PLUGIN_CONTINUE
// Replace flashbang model with our ones
set_pev(Player, pev_viewmodel2, grenade_model_v)
set_pev(Player, pev_weaponmodel2, grenade_model_p)
return PLUGIN_CONTINUE
}
Re: Setting v model
Posted: 21 Sep 2018, 10:57
by Night Fury
Why did you delete the main post?
Re: Setting v model
Posted: 21 Sep 2018, 11:02
by Raheem
Seems he need no one to take this item... Bad idea.
To delete this topic better?
Re: Setting v model
Posted: 21 Sep 2018, 11:03
by Night Fury
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
Re: Setting v model
Posted: 21 Sep 2018, 11:06
by Raheem
So why he removed them, anyway the problem was not problem so this topic will not help others much for anyway.