---------------------------------- -*- [CS] Player Models API 1.2 -*- ----------------------------------
- Allows easily setting and restoring custom player models in CS and CZ (models last until player disconnects or are manually reset) - Built-in SVC_BAD prevention - Support for custom hitboxes (model index offset setting) - You still need to precache player models in your plugin!
Original thread: http://forums.alliedmods.net/showthread.php?t=161255
new g_MaxPlayers new g_HasCustomModel new Float:g_ModelChangeTargetTime new g_CustomPlayerModel[MAXPLAYERS+1][MODELNAME_MAXLENGTH] #if defined SET_MODELINDEX_OFFSET new g_CustomModelIndex[MAXPLAYERS+1] #endif
public plugin_init() { register_plugin("[CS] Player Models API", "1.2", "WiLS") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue") g_MaxPlayers = get_maxplayers() }
public plugin_natives() { register_library("cs_player_models_api") register_native("cs_set_player_model", "native_set_player_model") register_native("cs_reset_player_model", "native_reset_player_model") }
public native_set_player_model(plugin_id, num_params) { new id = get_param(1)
if (!is_user_connected(id)) { log_error(AMX_ERR_NATIVE, "[CS] Player is not in game (%d)", id) return false; }
new newmodel[MODELNAME_MAXLENGTH] get_string(2, newmodel, charsmax(newmodel))
public client_disconnect(id) { remove_task(id+TASK_MODELCHANGE) flag_unset(g_HasCustomModel, id) }
public event_round_start() { // An additional delay is offset at round start // since SVC_BAD is more likely to be triggered there g_ModelChangeTargetTime = get_gametime() + ROUNDSTART_DELAY
// If a player has a model change task in progress, // reschedule the task, since it could potentially // be executed during roundstart new player for (player = 1; player <= g_MaxPlayers; player++) { if (task_exists(player+TASK_MODELCHANGE)) { remove_task(player+TASK_MODELCHANGE) fm_cs_user_model_update(player+TASK_MODELCHANGE) } } }
stock fm_cs_reset_user_model(id) { // Set some generic model and let CS automatically reset player model to default copy(g_CustomPlayerModel[id], charsmax(g_CustomPlayerModel[]), "gordon") fm_cs_user_model_update(id+TASK_MODELCHANGE) #if defined SET_MODELINDEX_OFFSET fm_cs_reset_user_model_index(id) #endif }
stock fm_cs_user_model_update(taskid) { new Float:current_time current_time = get_gametime()
19/01/2014, 08:40 AM (Última modificación: 19/01/2014, 08:48 AM por xPecie.)
A ver te comento, hize lo que me dijiste pero no me salen los modelos y no salen errores en .log, los tengo todos los plugins con debug, 5 plugins que no tienen nada que ver pero bueno...
19/01/2014, 09:33 AM (Última modificación: 19/01/2014, 09:57 AM por xPecie.)
(19/01/2014, 09:14 AM)Gonza.-* escribió: Te dice que nunca usas TEAM_T y TEAM_CT porque no lo estas precacheando, por ende tampoco podrias setear el model! Wallhang? Que es eso?
El wallhang es un item que compras que cuando pulsas "E" te queda enganchado en la pared.
Vale, ya está:
Código PHP:
public plugin_precache() { precache_model( TEAM_T ) precache_model( TEAM_CT ) }
Lo que sigo sin poder ver los models...no entiendo...esto lo tengo que modificar en cs players api?
Código PHP:
new const DEFAULT_MODELINDEX_T[] = "models/player/furien/furien.mdl" new const DEFAULT_MODELINDEX_CT[] = "models/player/antifurien/antifurien.mdl"
Quiero que los Terroristas usen furien.mdl y Anti-Terroristas antifurien.mdl ... pero no se que pasa que ahora no me carga...
(17/04/2015, 03:36 PM)Neeeeeeeeeel.- escribió: No se va a volver a conectar a internet en toda su puta vida... nadie sube porno a mi foro y vive para contarlo.
---------------------------------- -*- [CS] Player Models API 1.2 -*- ----------------------------------
- Allows easily setting and restoring custom player models in CS and CZ (models last until player disconnects or are manually reset) - Built-in SVC_BAD prevention - Support for custom hitboxes (model index offset setting) - You still need to precache player models in your plugin!
Original thread: http://forums.alliedmods.net/showthread.php?t=161255
new g_MaxPlayers new g_HasCustomModel new Float:g_ModelChangeTargetTime new g_CustomPlayerModel[MAXPLAYERS+1][MODELNAME_MAXLENGTH] #if defined SET_MODELINDEX_OFFSET new g_CustomModelIndex[MAXPLAYERS+1] #endif
public plugin_init() { register_plugin("[CS] Player Models API", "1.2", "WiLS") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue") g_MaxPlayers = get_maxplayers() }
public plugin_natives() { register_library("cs_player_models_api") register_native("cs_set_player_model", "native_set_player_model") register_native("cs_reset_player_model", "native_reset_player_model") }
public native_set_player_model(plugin_id, num_params) { new id = get_param(1)
if (!is_user_connected(id)) { log_error(AMX_ERR_NATIVE, "[CS] Player is not in game (%d)", id) return false; }
new newmodel[MODELNAME_MAXLENGTH] get_string(2, newmodel, charsmax(newmodel))
public client_disconnect(id) { remove_task(id+TASK_MODELCHANGE) flag_unset(g_HasCustomModel, id) }
public event_round_start() { // An additional delay is offset at round start // since SVC_BAD is more likely to be triggered there g_ModelChangeTargetTime = get_gametime() + ROUNDSTART_DELAY
// If a player has a model change task in progress, // reschedule the task, since it could potentially // be executed during roundstart new player for (player = 1; player <= g_MaxPlayers; player++) { if (task_exists(player+TASK_MODELCHANGE)) { remove_task(player+TASK_MODELCHANGE) fm_cs_user_model_update(player+TASK_MODELCHANGE) } } }
stock fm_cs_reset_user_model(id) { // Set some generic model and let CS automatically reset player model to default copy(g_CustomPlayerModel[id], charsmax(g_CustomPlayerModel[]), "gordon") fm_cs_user_model_update(id+TASK_MODELCHANGE) #if defined SET_MODELINDEX_OFFSET fm_cs_reset_user_model_index(id) #endif }
stock fm_cs_user_model_update(taskid) { new Float:current_time current_time = get_gametime()
Si vas a usar cs_set_user_model no uses el include de la api esa, si vas a usar cs_set_player_model si usala, y si la usas no es nesesario chequear si esta conectado porque ya lo hace la api, y esto
19/01/2014, 01:45 PM (Última modificación: 19/01/2014, 01:54 PM por RauliTop.)
a ver, si utilizas cs_set_user_model tendrás problemas en un sv con más de 20 jugadores.
mejor, deja la api, y cambia en el otro plugin:
cs_set_player_model(id, TEAM_T) y el otro igual con TEAM_CT
ya te dije que no hace falta is_user_connected, bórralo
los includes amxmisc, engine, fakemeta y fun se los puedes quitar
(17/04/2015, 03:36 PM)Neeeeeeeeeel.- escribió: No se va a volver a conectar a internet en toda su puta vida... nadie sube porno a mi foro y vive para contarlo.
---------------------------------- -*- [CS] Player Models API 1.2 -*- ----------------------------------
- Allows easily setting and restoring custom player models in CS and CZ (models last until player disconnects or are manually reset) - Built-in SVC_BAD prevention - Support for custom hitboxes (model index offset setting) - You still need to precache player models in your plugin!
Original thread: http://forums.alliedmods.net/showthread.php?t=161255
new g_MaxPlayers new g_HasCustomModel new Float:g_ModelChangeTargetTime new g_CustomPlayerModel[MAXPLAYERS+1][MODELNAME_MAXLENGTH] #if defined SET_MODELINDEX_OFFSET new g_CustomModelIndex[MAXPLAYERS+1] #endif
public plugin_init() { register_plugin("[CS] Player Models API", "1.2", "WiLS") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue") g_MaxPlayers = get_maxplayers() }
public plugin_natives() { register_library("cs_player_models_api") register_native("cs_set_player_model", "native_set_player_model") register_native("cs_reset_player_model", "native_reset_player_model") }
public native_set_player_model(plugin_id, num_params) { new id = get_param(1)
if (!is_user_connected(id)) { log_error(AMX_ERR_NATIVE, "[CS] Player is not in game (%d)", id) return false; }
new newmodel[MODELNAME_MAXLENGTH] get_string(2, newmodel, charsmax(newmodel))
public client_disconnect(id) { remove_task(id+TASK_MODELCHANGE) flag_unset(g_HasCustomModel, id) }
public event_round_start() { // An additional delay is offset at round start // since SVC_BAD is more likely to be triggered there g_ModelChangeTargetTime = get_gametime() + ROUNDSTART_DELAY
// If a player has a model change task in progress, // reschedule the task, since it could potentially // be executed during roundstart new player for (player = 1; player <= g_MaxPlayers; player++) { if (task_exists(player+TASK_MODELCHANGE)) { remove_task(player+TASK_MODELCHANGE) fm_cs_user_model_update(player+TASK_MODELCHANGE) } } }
stock fm_cs_reset_user_model(id) { // Set some generic model and let CS automatically reset player model to default copy(g_CustomPlayerModel[id], charsmax(g_CustomPlayerModel[]), "gordon") fm_cs_user_model_update(id+TASK_MODELCHANGE) #if defined SET_MODELINDEX_OFFSET fm_cs_reset_user_model_index(id) #endif }
stock fm_cs_user_model_update(taskid) { new Float:current_time current_time = get_gametime()
ese cs_set_player_models creo que está mal, fíjate como te lo puse
pruébalo antes de afirmar nada, a ver
(17/04/2015, 03:36 PM)Neeeeeeeeeel.- escribió: No se va a volver a conectar a internet en toda su puta vida... nadie sube porno a mi foro y vive para contarlo.
(17/04/2015, 03:36 PM)Neeeeeeeeeel.- escribió: No se va a volver a conectar a internet en toda su puta vida... nadie sube porno a mi foro y vive para contarlo.
---------------------------------- -*- [CS] Player Models API 1.2 -*- ----------------------------------
- Allows easily setting and restoring custom player models in CS and CZ (models last until player disconnects or are manually reset) - Built-in SVC_BAD prevention - Support for custom hitboxes (model index offset setting) - You still need to precache player models in your plugin!
Original thread: http://forums.alliedmods.net/showthread.php?t=161255
new g_MaxPlayers new g_HasCustomModel new Float:g_ModelChangeTargetTime new g_CustomPlayerModel[MAXPLAYERS+1][MODELNAME_MAXLENGTH] #if defined SET_MODELINDEX_OFFSET new g_CustomModelIndex[MAXPLAYERS+1] #endif
public plugin_init() { register_plugin("[CS] Player Models API", "1.2", "WiLS") register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_forward(FM_SetClientKeyValue, "fw_SetClientKeyValue") g_MaxPlayers = get_maxplayers() }
public plugin_natives() { register_library("cs_player_models_api") register_native("cs_set_player_model", "native_set_player_model") register_native("cs_reset_player_model", "native_reset_player_model") }
public native_set_player_model(plugin_id, num_params) { new id = get_param(1)
if (!is_user_connected(id)) { log_error(AMX_ERR_NATIVE, "[CS] Player is not in game (%d)", id) return false; }
new newmodel[MODELNAME_MAXLENGTH] get_string(2, newmodel, charsmax(newmodel))
public client_disconnect(id) { remove_task(id+TASK_MODELCHANGE) flag_unset(g_HasCustomModel, id) }
public event_round_start() { // An additional delay is offset at round start // since SVC_BAD is more likely to be triggered there g_ModelChangeTargetTime = get_gametime() + ROUNDSTART_DELAY
// If a player has a model change task in progress, // reschedule the task, since it could potentially // be executed during roundstart new player for (player = 1; player <= g_MaxPlayers; player++) { if (task_exists(player+TASK_MODELCHANGE)) { remove_task(player+TASK_MODELCHANGE) fm_cs_user_model_update(player+TASK_MODELCHANGE) } } }
stock fm_cs_reset_user_model(id) { // Set some generic model and let CS automatically reset player model to default copy(g_CustomPlayerModel[id], charsmax(g_CustomPlayerModel[]), "gordon") fm_cs_user_model_update(id+TASK_MODELCHANGE) #if defined SET_MODELINDEX_OFFSET fm_cs_reset_user_model_index(id) #endif }
stock fm_cs_user_model_update(taskid) { new Float:current_time current_time = get_gametime()