Obsidian General.
Guhlius
prop_static
Posts: 70 Joined: Mon Dec 18, 2006 6:29 pm
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by Guhlius » Mon Jan 01, 2007 3:31 pm
Why aren't the CS:S weapons mounted when i mount CS:S? -.-
Would be fun with para or m4 against zombies
Hyperjag3
npc_strider
Posts: 604 Joined: Mon May 29, 2006 8:54 am
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by Hyperjag3 » Mon Jan 01, 2007 7:09 pm
Weapons are part of the code, and mounting different games does not mount their code. Your best bet would be using scripted weapons to recreate the CS: S weapons, skidz has already done a couple and you can see the example in the scripts/customweapons/ directory.
Askaris
prop_static
Posts: 71 Joined: Tue Aug 29, 2006 10:53 pm
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by Askaris » Mon Jan 01, 2007 10:08 pm
We have Sweps now? This could certainly become interesting...
Mustang
npc_combinegunship
Posts: 795 Joined: Thu Jul 27, 2006 2:33 am
Location: witty phrase here
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by Mustang » Mon Jan 01, 2007 10:46 pm
Sweps would ruin the mod.
Hyperjag3 wrote: God damnit, I can't take anymore of that fag's shit, banned.
skidz wrote: Your account and IP are banned for life, goodbye.
Hyperjag3
npc_strider
Posts: 604 Joined: Mon May 29, 2006 8:54 am
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by Hyperjag3 » Mon Jan 01, 2007 11:19 pm
They are not LUA scripted weapons, they are txt file scripted weapons with limited capabilities.
DeadlyPoison
prop_static
Posts: 67 Joined: Mon Jan 01, 2007 11:50 am
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by DeadlyPoison » Tue Jan 02, 2007 10:31 am
Mustang wrote: Sweps would ruin the mod.
God, you don't know anything about Weapons?
Shitty mapper DeadlyPoison
Mustang
npc_combinegunship
Posts: 795 Joined: Thu Jul 27, 2006 2:33 am
Location: witty phrase here
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by Mustang » Tue Jan 02, 2007 11:05 am
DeadlyPoison wrote: Mustang wrote: Sweps would ruin the mod.
God, you don't know anything about Weapons?
God, you can't read can you?
Hyperjag3 wrote: God damnit, I can't take anymore of that fag's shit, banned.
skidz wrote: Your account and IP are banned for life, goodbye.
Tuskin
prop_physics
Posts: 125 Joined: Sun Jul 23, 2006 5:28 pm
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by Tuskin » Tue Jan 02, 2007 6:54 pm
Hyperjag3 wrote: They are not LUA scripted weapons, they are txt file scripted weapons with limited capabilities.
So it is like SMOD Custom weapons? Cool,
On a unrelated note I notice OC and Smod use the same font for their HUDs.
Power-Mad
Combine Rebel
Posts: 1219 Joined: Tue Jun 13, 2006 7:24 am
Location: Minnesota
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by Power-Mad » Thu Jan 04, 2007 12:38 am
Tuskin wrote: Hyperjag3 wrote: They are not LUA scripted weapons, they are txt file scripted weapons with limited capabilities.
So it is like SMOD Custom weapons? Cool,
On a unrelated note I notice OC and Smod use the same font for their HUDs.
Nah, I actually loaded both into photoshop. It's a good deal diffrence, but with them both being blue tinted, I can see where the mistake would come from.
Svanrog
Combine Rebel
Posts: 1319 Joined: Tue Jul 25, 2006 9:17 pm
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by Svanrog » Thu Jan 04, 2007 12:56 am
Is there a way to load scripted weapons via the console or do I have to use the weapon_scripted entity?
skidz
Obsidian Gold
Posts: 3228 Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
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by skidz » Thu Jan 04, 2007 1:00 am
give custom_something
Svanrog
Combine Rebel
Posts: 1319 Joined: Tue Jul 25, 2006 9:17 pm
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by Svanrog » Thu Jan 04, 2007 1:03 am
You mean 'give scriptname'?
skidz
Obsidian Gold
Posts: 3228 Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
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by skidz » Thu Jan 04, 2007 1:06 am
The name of the script in the customweapons folder.
Best usable weapons atm are models created for HL2. The CSS weapons are still a WIP since they have a different bone structure than HL2 weapons. Valve trying to make things difficult on themselves again.