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Search: Posts Made By: Arkshine
Forum: Module Coding 11-16-2014, 07:16
Replies: 183
Views: 227,500
Posted By Arkshine
Forum: Module Coding 05-11-2013, 17:26
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.8)

Just testing things and reporting bugs. But not now, will probably create a thread at this moment.
Forum: Module Coding 05-11-2013, 16:44
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.8)

Yes. Lately did not work on it because of multiple things to update (mainly because of valve update). Right now I'm still working on updating Round Terminator. For information, module is already...
Forum: Module Coding 03-22-2013, 14:55
Replies: 183
Views: 227,500
Posted By Arkshine
Forum: Module Coding 03-22-2013, 06:43
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

That's not really the place to talk about that. It doesn't override really, it justs hook a weapon action, for example, when it deploys, or fire, etc ; block the original actions and do new ones....
Forum: Module Coding 03-21-2013, 17:28
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

It overrides but not in a way you're thinking. It basically blocks an original weapon, applying new model and such, hooking original weapon action, and choosing the weapon from a command or menu....
Forum: Module Coding 03-21-2013, 09:46
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

Yes, I'm on it, even though lately I was busy for others things, but will do my best to finish ASAP.
Forum: Module Coding 02-26-2013, 04:43
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

Well, don't know, unless there is some hack client-side. If you know, feel free to tell me.
Forum: Module Coding 02-25-2013, 14:02
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

I was meant, you know about the crosshair param in the weapon_name.txt file, right ? To enable it, you have to have a fov < 90. So you can use 89, which is fairly unnoticeable, and crosshair will...
Forum: Module Coding 02-25-2013, 13:35
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

SeriousSam, saying you want to load like 100 weapons doesn't make sense because doesn't match the reality of the game + it's limit + doesn't take in count the users. It's like wanted to have the...
Forum: Module Coding 02-25-2013, 11:47
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

Creating and loading weapons are two different things. Loading 31 weapons is a already a lot ; you are not going to play with all such weapons at once. I've tried some HL mod with a lot of weapons,...
Forum: Module Coding 02-25-2013, 09:40
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

No need "workaround". Just a matter to have a weapon_name.txt file in sprites/ folder and if you replace an original weapon, you have nothing to do, or if not, just need to send WeaponList.
Loving...
Forum: Module Coding 02-25-2013, 08:57
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.7)

SeriousSam, the weaponMod plugin done by Devcones was cool, but not having HUD support was really an issue itself. Typing x times on the knife key to get the wanted weapon was really painful. With...
Forum: Module Coding 04-23-2012, 10:26
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.4)

Willing to post a random weapon, but not willing to post his own modules ? Doesn't make sense.
Forum: Module Coding 04-23-2012, 09:46
Replies: 183
Views: 227,500
Posted By Arkshine
Re: Module: Half-Life Weapon Mod (v0.4)

Some interesting stuff. Why KORD_12.7 is not posting that himself ?
Showing results 1 to 15 of 15

 
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