#CSO Weapons
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300++ plus 26 weapons total, maybe 350++ if ported all of them, which is not possible, thus have to divide each weapons in 5 or 6 register scripts and let the player choose which weapon script they want to run (IF ported all)
in file is ||10K|| item / unreleased item
& they keep duplicating same item make it new varian
I think it would be a good idea to just port as much weapons as possible at the moment and server operator could use some specific ones as desired (in my case, I just disabled only vanilla CS guns from this plugin 'cause I already have a CSCZ guns)
I'm trying to make the weapons as close to the originals as possible, but sometimes I just have to fix things 
When firing the AT4 in cso, the smoke spawns dead center in the player's view, instead of when the muzzle of the launcher is
can it be fix nero?
o damn :ayaya:
Explosion looks OK? 
YESSSSS I LOVE ITT
I wonder what's next on the table? Other than the LMGs, and MMGs I mentioned a while above... the USAS would be something, or a Winchester M1887.
M79 as well.
https://cso.fandom.com/wiki/M2HB_Devastator
๐ค
An M2 Browning variant, but has some specialties...
They have Penetrator missile for Alt fire.
#what-makes-you-a-rage is when I'm ready to release a weapon, but then I notice this 
Encroyable
you can use weapon_m3 as base :ayaya:
thisun? :p
Yayyyyyyy
yeeeeee
Which drop looks best?
Visible immediately, or once the weapon stops moving? 
Testing the homing ability I set the player as the target, but it can't hit the player that fired it so it just keeps going back and forth 
I like once its stop moving :p
LMAO like Hornetgun www
I know I've asked this for a while, but I wonder how can you make a custom Buy Menu plugin despite using Counter-Strike 1.6 Weapons plugin as the base, or Condition Zero's? I've given up on this due to how dumb I am especially with how CSO weapons scripts are done.
Hmmm....
its all focused on registering the custom cso weapons on weapons.as in cs16 folder and also adding their buy lists in cs16_register.as.
as for me, kerncore's cs16 weapons registeration has been modified by me, i move the register file to weapons.as
oh yeah @bitter valve , i got this error too when registering AT4. I think you forgot to include CSODevWeapon script
CSODevWeapon script DOES not exist, at least on the pack that's released and updated.
yeah, thats why i ping nero. i think once he woke up he will upload the file
oh i think this is fixable. maybe should remove CSODevWeapon base from csobaseweapon.as in the class line. it should work i believe. lemme try.
yeah it worked :ayaya:
@half tendon you have to comment out CSODevWeapon base from the class line for CBaseCSOWeapon
Yep, fixed it.
You just added all the CSO weapons on the cs16 stuff? ๐ค
Since I have the Condition Zero version... CSCZ?
you can do that too, you just have to register in cscz_register.as
tons of trial and error. whenever the plugin crash, i will check the console log to see which part i got the error and fix it, like nero said, facesmashing sometimes to make it work :ayaya:
good good, this great work from Nero will be the base for the hl2 weapons in the far future >:)
Okay, I think I managed to get at least one weapon to work.
i can actually give you my script if you want to see how it works though.
I just forgot to put " " on weapon_thanatos9, so it turns into a string.
yep errors like that often occur, need to check your console log always :ayaya:
SC default limit of weapons bucket so far is 256. So the limit is 256 for all CSO weapons, but need to see the resources issue too, and yeah, cant carry all 256 CSO weapons in one map. So the server owner has to choose any of the CSO weapons that they want in their register file to run in their server to avoid server crash
Nah, I forgot to remove that line 
I should probably start using a checklist 
yepyep
ohoo understandable, it has been fixed on my end, still thank you nero :ayaya:
just like Serious Sam :ayaya:
you start running into issues if you get that many
specially the server will start lagging as its predicting a lot of weapons for every player in the server
256 weapons is the maximum limit allowed for registering weapons
256-32 which leaves you with 224 slots
32 slots are always reserved by the engine/game
speaking of which kerncore, i check the latest sprite of ins2 weapons, saw some m79 china lake one and aug one. do you have any plan to release the new weapons in the future or its just there because you dont have any plan to release them any sooner ?
ah understandable, its aight take your time though. just love your weapons scripting and also nero's, packin a punch when using them
Trying to make a scope 
using scope.mdl nero? :p
Modifying the one from the failnaught 
i see :p
the crosshair looks like ยฏ_(ใ)_/ยฏ :p

Now imagine if we get a Serious Sam custom weapons pack done through Angelscript. ๐คฃ
And they are all using Xbox models.
i think someone did code Serious Sam weapons on angelscript using wootguy's weapon_custom, Kezaiv i believe? he's the one who create that one part that inspired from Serious Sam: TSE The Pit chapter for Ragemap2023b and yeah tons of Serious Sam weapons except the mdl is LD Reanimation Sven Coop
Aperture started doing Serious Sam weapons, but didn't get very far 
that's quite sad to hear ๐ actually what happened to him, nero? if you know. and also, you've been gone for a temporary while too after you done some of the cso weapons for misfire. thought you stopped, thankfully you come back and deliver more masterpiece to us here
Dunno, he just lost interest I think.
Yeah I had to take a 5 year long hiatus for health reasons
i see. too bad. but hey, we got you here right now, thats already great, especially code for CSO weapons is not easy tho. glad you come back and i hope you are healthy as usual too :ayaya:
The BuyMenu stuff in regards to ammo stuff doesn't really fix things. Even with it, the max ammo for the CSO weapons can affect the vanilla weapons.
you have to edit CSOW_MAX_AMMO value so it wont affect
but if KernCore CS16 case, you can edit the ShouldUseCustomAmmo = true; to false;
so the weapon will follow default SC weapons' max value
as for my case, i tweak some of nero's weapons code to match with cs16 ammo base :ayaya:
I just edited the max ammo for each weapon to either be similar to vanilla or increased ammo a little (60 for 357 ammo, 30 for sniper ammo).
i do something like this :ayaya:
AT4 rocket use custom ammo to unless ShouldUseCustomAmmo = false; , it will use default SC's RPG rockets :p
Yeah weapon packs aren't designed to be combined, hence KernCore's warning about it, so you'll have to fiddle with it a lot to get it working 
oh and if you want nero's cso weapons ammo to be affected with cs16/cscz weapons only, you have to edit the void Register() part and look at the ammo type that the said gun use.
i.e:
g_ItemRegistry.RegisterWeapon( CSOW_NAME, "custom_weapons/cso", "50bmg", "", ammo_50bmg );
change the "50bmg" part to "cs16_5.56ap" if you want it to share ammo with cs16 m249 ammo
but you wont be able to buy the ammo in buymenu since it didn't register in buymenu :ayaya: i forgot how to enable "buy ammo" command for each of cso weapons, i used to succeed on make it work, but now idk how rn
lawl, the scope viewmodel for the tiger rifle uses the smd file for the crosshairs 4 times to make it solid enough ๐
$body "weapon" "ef_sfscore2"
$body "weapon" "ef_sfscore2"
$body "weapon" "ef_sfscore2"
$body "weapon" "ef_sfscore2"
Also; classic CSO typo 
aha now i got it to work by renaming the string return name :ayaya: i see, now i can just type "buy ammo" in chat to automatically buy the currently use weapon like this
nah, I think that in an average map there are not so many frags for the money, unless you count how many frags you can collect with something like Big Momma or Osprey. so. you can't buy all the custom guns (if, of course, the server owner has thought out the price of the weapons properly).
plus, the player will constantly die and consequently lose all the weapons
save weapons on death plugin 
I have that plugin, but I don't even know if it really even works.
Hmmm... maybe because that plugin is not "registered" from default_plugins.txt. I just based them depending on certain maps - this probably does nothing, or some error I didn't check. No error logs though.
blyat
tiny Hole ๐ฎ
Yeah but now all I have to do is scale it to the desired size 
understandable :pp
whoaaa the zoom looks prettyyy i love the color
you could turn the crosshair texture into a remappable one https://the303.org/tutorials/gold_remap.htm
How create textures for goldsrc games
Oooh, no way 
cyka
you did a good job neyami @bitter valve :ayaya: but i can't damage func_breakable with this ๐ค idk why but yeah, maybe its issue on my end, idk, i'll try to look into it more
func tanks cannot be damaged, func breakables yes
func_breakable yes my bad :ayaya:
maybe the breakable has "explosives only" flag, and this rocket is not considered as explosive damage?
btw i see you are playing vger2 alpha, i want to tell you and people that some time ago someone found the vger 2 beta, that is more up to date
no no, i can dmg it with bullet, but i shoot like 6 rockets but still it didnt destroy ๐ค
oho i see, i'll look into it, thanks :ayaya:
turns out its just my skill issue on my end, so no worries @bitter valve , the weapon apparently working fine :ayaya:

bahahaha 
aYOO HAHAHA
what we see:
How actually works:
I use remapS for the sven hands, and I just used the same name for the scope which apparently was a mistake 
www
Whoa, where is it? I want to see it as well.
Don't use Same Remap alias OR else will Get Texture overriden
can check vger2 - the lost sequel in google :ayaya:
Scmapdb
My next try at making the rockets homing sometimes causes it to fly around the target 
I THINK I GOT IT 
https://www.youtube.com/watch?v=XbaIVvY7xvs
LOOK HOW BEUALTUFILUUL IT TURNS 
33 lines of code for the proper result, vs. 71 lines for a shitty result what the hell
ayyy using Hornetgun's homing code nero? :p
Yep yep 
I ain't got no idea how to do the thing I want 
Actually, it's the Hornet's code ๐ค
smart newo owo
๐ญ
https://youtu.be/7DhqGnh572c
Thanks Outerbeast for the suggestion 
It was gonna be a quick weapon, buuuuut they had to make the rocket be homing if anything is in your view ๐ 
so... Im trying to setup a private server so that way I can twitch stream my games. I tried adding the insurgency weapon mod and I also have the scxpm 17 mod loaded
I sadly could not find a more updated version of scxpm that worked
but!
the insurgency mod is not functional. do I need to install it client side too?
I may be drunk but im ptetty sute this cgoes in https://discord.com/channels/170051548284583937/1047554226194227340 
me too want to have a drink 
are you sure you installed and followed the instructions correctly?
btw, scripts only server side.
oh, ur questions have already been answered by KernCore, didn't see that
@bitter valve sorry this might be random but, i tried to code the weapon_m2.as to be able to damage Garg by tweaking the the CBaseCSOWeapon script from DMG_BULLET to DMG_BLAST. It worked but, not only M2 be able to dmg Garg, but AUGEX too. So i was kinda wondering how to make m2 only to be able to dmg Garg, just like plasmagun case? Plasmagun case i know how it works since it use g_WeaponFuncs.RadiusDamage code.
Shouldn't the M95 Barrett also be able to damage Gargantuas due to its Anti-Materiel role?
it depends, m2 brownings fire the same caliber and don't damage it
now if Nero makes it do explosive dmg then it should be able to
Ported the M60E4, but the model I used is from an M249 skin on Gamebanana, yet the model itself is from CSO. No remappable hands, nor CSO Male nor Female hands.
Now that is a sick looking skin
Aight Imma add a flag for that, CSOF_ARMORPEN or something 
aye thanks nero :ayaya: you're the best
Apparently, the M60E4 that I kind of ported to Sven Co-op has an issue where the muzzleflash appears at the "center" of the player using it instead of coming from the weapon's barrel. It only happens in Thirdperson, and possibly if other players see someone using this. Seems to also be an issue as well with CZ's M60.
Yeah you gotta edit the attachments in the p_model
If it only has one attachment for the flash at 0, then you gotta copy paste that line twice and increase that number
Either that or change the number to 2, not sure if that works though
I have to do that for every cso weapon 
eg:
// 1 attachment(s)
$attachment 0 "flash" 0.000000 0.000000 0.000000
Should be
$attachment 0 "flash" 0.000000 0.000000 0.000000
$attachment 1 "flash" 0.000000 0.000000 0.000000
$attachment 2 "flash" 0.000000 0.000000 0.000000
It might work without the last line, but I'm pretty sure I've tested this before and 3 lines work the best 
I don't think I'll be able to do this. It requires some compiling, right? I don't think the Asset Manager/Model Editor is capable of this.
MilkShape3D be able to. You can edit its qc file and compile it and bam it worked.
https://steamcommunity.com/sharedfiles/filedetails/?id=712848264 GMod port of CSO is truly insane. But it's kinda understandable since it's Source Engine, not GoldSource.
mdldec.exe p_model.mdl
edit .qc
smdl.exe p_model.qc
easy peasy
Sex
If only it would work as well without metamod 
phew, fucking finally done with at4cs 
Added AT4-CS
It probably works 
oh right, the flag thingy

doneski 
OFFTOPIC: How do you declare the npc status?
que? 
It says Status: Well Fed
oic
g_EntityFuncs.DispatchKeyValue( pEntity.edict(), "displayname", "Test Subject " + m_iTestSubject + "\nStatus: Well Fed" );

\n ftw
Many thanks!
Yayyy thanks nero :ayaya: owo
AT4-EX has ERROR as its sprite icon.
Updated version DOES NOT include 640hud66.spr file.
Hello, I would like to add these weapons to the server. How could I do it, if you could help me please
https://github.com/Neyami/CSO-Weapons
- Install this and extract it into svencoop_addon folder
- Open your default_plugins.txt file in svencoop folder and write this:
{
"name" "Counter Strike Online Weapons"
"script" "../plugins/custom_weapons-cso"
"concommandns" "cso"
}
- Open any map in your preference, and you can spawn cso weapons using console command or using AFBase.
BuyMenu case however, is a different method and you have to register in a different script.
I want to add that Ecco is the easiest way to make your own BuyMenu (you don't need to write your own code for adding items, at least), but the plugin itself is hastily made and buggy in some places
We need the crossbow back so i can get some fishy to eat. 
void Register() { g_CustomEntityFuncs.RegisterCustomEntity( "cso_crossbow::ShootBolt", "ShootBolt" ); g_CustomEntityFuncs.RegisterCustomEntity( "cso_crossbow::weapon_csocrossbow", CSOW_NAME ); g_CustomEntityFuncs.RegisterCustomEntity( "cso_crossbow::ammo_csocrossbow", GetAmmoName() ); g_ItemRegistry.RegisterWeapon( CSOW_NAME, "custom_weapons/cso", "cso_bolts", "", GetAmmoName() ); }
// namespace cso_crossbow END :ayaya:
Added Benelli M3
ohoho incoming m1887 :p
scientist/perhaps.wav
pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew
i like the fact misfire still keep this in their buymenu these days. not only that, kinda wonder if they have the old version of your ethereal and petrol boomer too ๐ค
oh and also, is the old buymenu code is originally from you nero?
nah that's zode 
ohhh i see, i like how your buymenu has newbie info when you run the buymenu on certain maps
like telling the new player how to buy weapons etc and commands
That's probably from the advert plugin 
i seeeee
oh yeah i forgot, it's originally from Solokiller if i'm not wrong eh... or the wallet system one if i'm not wrong
Default: m1887
Expert: m1887_6
Master: m1887_8
Gold: m1887g
Christmas: m1887xmas
Maverick: m1887craft
10th Anniversary: m1887gs
Elegant: y19s2m1887
So many versions 
if the other custom skins are too much, you can just use default one, that is already alright nero :p
wait what
weapon_m1887.txt
zoom 640 ch_sniper 0 0 256 256 zoom_autoaim 640 ch_sniper 0 0 256 256

It doesn't even have a scope 
Silly Nexon
LOL
already have this in custom_weapons/cso/ folder ๐ค misfire file ig ๐คท
i think nexon just copy paste the sprite script from the previous weapon they just created, and just tweak a little bit and leave that one there lol, talk about lazy xD
Yeah Aperture did that one 
i.. use kerncore's m3 as a base for m1887. it works but, i still feel like i use m3 since i know i use m3 as its base.
you know the feeling like you create an AK47 from MP5 base, you use it, despite tweaking the damage etc, you still feel like you use MP5 cus you know you just tweak the existing weapon code and recreate it as a new one, not creating it from scratch
and i feel like shit ๐ญ
ikr
But that's the best and easiest way of doing it
having a base and changing the necessary things
Why keep reinventing the wheel? 
correct tho
yepyep
Pretty much all custom weapons, at least the ones I've made, are copies of weapon_hlmp5.as from the svencoop team 
is this one of your work too nero?
because the scripting style is similar to yours
nah
i use this as a base to create CSO M134, though the PrimaryAttack is quite glitchy since FireBullets command originally for this code consume only ammo, not the clip, so when i try to code it to consume the clip, once the weapon clip reach 0, it become infinity and continuously firing lol
i see ๐ค
Haven't done the vanilla M134 yet 
The hero version is awesome for now 
BRRRRRRRRRRRRRRRRRAPPP
if (iSpinSpeed == SPIN_STOP) { self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.51f; iSpinSpeed = SPIN_SLOW; g_SoundSystem.EmitSound( m_pPlayer.edict(), CHAN_WEAPON, M134_SOUND_SPIN_UP, 1.0f, ATTN_NORM ); return; }
yeeee my ear busted after i use it in nintai_subway :ayaya:
oh right, I forgot to check the p_model for the M3 
This is the first time I've had to fix the UV map on a viewmodel 

beeg lever gun
WHAT THE F
Added Winchester M1887
41 done, yay 
Might as well do the handgun version while I'm at it 
oh man, I remember when I tried to make a classic cso weapon pack for sc 2 years ago
I even have this
ditto 
ooh!
The hero hands are pretty sexy 
yoo they looks awesome
yeah looks sexy
nero should port one cso campaign and one of the player will be selected as Hero to kill cso zombies npc :ayaya:
nah jk thats a stupid suggestion, just do the things at your own pace nero :ayaya:
Well are you fancy in doing this for all cso weapons? Like someone who did it in garry's mod
https://youtu.be/jP8_io4DHgk?feature=shared
A quick showcase of all the weapons in TFA CSO as in 2021
Software used in this video:
- OBS Studio (recording)
- Premiere Pro 2020 (video editing)
- Photoshop (making thumbnail)
My Gaming Laptop Specs
Product name: Asus ROG Strix G17 G713Q RHG075T
Processor: AMD Ryzen 5 5900HX (8c/16t)
Memory: RAM 32GB DDR4-3200 CL22 2rx8
Storage: 1TB PCI...
nero seems very determined on this project ngl
with this much, it's going to take like 3 or 4 years for nero to finish honestly. not to mention all those unique magical type of weapons in the end of this video. with how those guns worked, I believe nero's CBaseCSOWeapon script is going to end up more than 1000 lines. I'd say, i'll just let nero do this weapon project at his own pace, if he could done all, then i'm more than happy
But with how Svengine limitation and resources issues, having half of these weapons are already nice :ayaya:
All total CSO weapons in that video compilation is 381 (melee unincluded). Damn. yeah thats a lot.
Perhap he should try to separate each weapons individually with different folders ( for example cso_part1, part2 or 3.... )
Suggested that before for nero, different registering file. for example:
custom_weapons-cso1.as
custom_weapons-cso2.as
custom_weapons-cso3.as
custom_weapons-cso4.as
just to ensure how much weapons nero would make so far. Since with the current amounts, the server would still be able to run. Even in my case too I combined nero's cso weapons with KernCore's CS 1.6 weapons into one BuyMenu. And it pretty much worked on my end.
thanks
Maybe after 50 or 100 

Added Winchester M1887 Maverick
I should probably start sorting the scripts into sub-folders based on type at some point 
#2562541887_gcopyright(c)[2009]nexon&valvecorp_allrightsres.bmp
m1887GCopyright(C)[2009]NEXON&ValveCorp_AllRightsReserved.BMP
These filenames 
a lot :ayaya:
Added 5 m1887 skins 
Maybe I should start adding the hero hands too 
ideally for Hero Weapons (SVDEX, Dual Deagles, Quad Barrels, M134 Hero)

Holy fucking shit, it looks badass as fuck !
man, you always post a good stuff when i'm about to go to sleep ๐
Doomguy approved ๐๐ป
Screw it, another shotgun 
I had it half-finished anyway 
isnt this the one where the mag went yeet for reload anim?
yeh 
the mag YEET funniest shit i ever seen from nexon
1% chance to insta-kill anything 
HAHAHA
even better with Metal pipe sound for Clipout SK11
nero i think you should pin your github link since my chat kinda flooded this thread so, its gonna be hard for people to scroll and grab your plugins (its entirely my fault since i'm being way too chatty here in this thread i'm sorry)
Only admuns can pin though 
but arent you the OP/admin of this thread ? 
Yeah but it still requires a special permission
i see 
yesss thanks @atomic magnet 
Yeah I don't understand why Discord won't just put a simple button "Jump to top of thread" smh
Even on PC you still have to scroll, wait for things to load, scroll, wait, scroll, wait smdh
as for me, i save your link
and also sometimes got the link in one of my friend's chat since i spread the link of your plugins to my friends too 
YEET DRUM MAG RELEASED 
oh wait
its still in testing phase 
i don't even know where to go so... yeah lets just farm money and XP with M2 
What map is that? 
enum csow_e
{
ANIM_IDLE = 0,
ANIM_SHOOT1,
ANIM_SHOOT2,
ANIM_RELOAD1,
ANIM_DRAW,
ANIM_RELOAD_YEET
};

HAHAHAHAH

Added SKULL-11
Yay yeet mag shotgun released ! 
there are so many cso weapons its insane, idk which ones would be cool to port or do you have plans on which ones to make next?
once you're done with cso crossbow can you upload this skin as well? this one looks so good 
I have a list and I mostly go with what I feel like, but suggestions are welcome 
is it possible register the weapons with the ins2 buy menu
how do yuo do it
but be sure to change the iSlot and iPosition value since it might conflict with the INS2 weapons
download the code and paste em in ins2 folder, put em in folders following the weapon type category, then register it in ins2_register.as 
okay
it is a complicated procedure tho 
i just know how to do em cus i always fiddling stuff that i shouldnt 
do you know anything about iPosition?
welp, just change the value to below 10 or 11
like 17 or 18 
i always do that 
This'll be the first time I'm releasing a "modded" weapon before the original version 
SKULL-11 is based on usas12
Speaking of which; rename events\cso\muzzle_skull11_1.txt and muzzle_skull11_2.txt
to muzzle_usas12_1.txt and muzzle_usas12_2.txt

Shotguns just pulled ahead to 8! 
Needs more machine guns and smgs 
Added Daewoo USAS-12
Daewoo K3 soonish? ๐ค
Any plan to add hev arms for these?
D: goddamn hands
maybe a quick solution would be a really bad reskin for the cso hands haha

its very bad
Cursed.
DNIO hands are pretty solid, why not use them
They're awesome, but sometimes I get too many errors when compiling
If there are only 2 errors I can usually fix it, but when there are 6 or 8 
The hands usually don't work on older weapons
not possible, the rigs are different (wrong bone order or names, sometimes both)
probably Nexon does this on purpose to stop people from modding or porting
(or are idiots)
Nero, the weapons have 3 hand subgroups. Did you code stuff to use the last group? or is it the game's engine rendering the last hand subgroup on its own?
the old models use counter strike bones
i will send you the other models I added hands to because the post was lost in this chat
and the usas
The weapons that have 3 groups have the tertiary attack button to switch between hands, it's far from perfect but 
Maybe I should just separate them, one hand model per model 
Like I do with the skins
v_weapon_male
v_weapon_female
v_weapon_sven
Would probably be better 
nah, too much work, or just choose one hand, i'd say only sven hands
a good move to avoid problems with ruMpel
at least they fit perfectly to the game (except some toctical stuff like aiming)
hello
@bitter valve i wanted to use some weapons for my current map and when I used resguy I found that it detects many wrong file paths.
resguy sometimes doesnt read scripts well but since I made a copy of your scripts to a test map folder I checked them manually and found out it is true there are some typos or missing files that may cause problems
this is what resguy gives me, its not many
progressbar is just a typo with missing "sprites/" for example, the rest are the same I think. But the sounds are truly missing
progressbar.spr is present
the ricochet sounds aren't really needed but I'll upload them 
floating_damage.mdl isn't needed atm
weapon_skull.as doesn't exist (it's weapon_skull11 or skull2)
the line in weapon_savery.txt containing scope_circle can be removed (it's a tga and I forgot to remove that line
)
ah yes my bad i must have written skull without a number for the test haha
progressbar.spr is present yes, but the line in the code is missing the sprites folder haha thats why it doesnt find it according to resguy. But I havent tested if it works
Yeah that's because m_hudParamsCooldown.spritename reads from the sprites folder already, so if I put sprites in the variable it would look for it in sprites/sprites 
ah yes thats the problem with resguy, if you make a reference like that it screws up, if I could resguy should have an exception for script files, so the initial folder is ignored (sprites) in this case, and is assumed .spr starts at that
@bitter valve if you dont mind after working on the crossbow, can you do this too? hk121ex (HK121 Custom), LMG with Grenade Launcher alt attack i believe 
them grenade drum mag tho 
hey i've been trying to add the awp and the problem is its not showing up on the hud (the number 7 appears but there is nothing there)
something wrong with the slot index i believe, you can try alter it 
yes mmm where would that be
in csocommon.as if you meant the awp of nero's script
cso weapons r insane
this thing anime af!!
all the position and index are in csocommon so yea, just look into it if you want to alter the position 
hmmm
yea been putting this in my buymenu, its very good along with that chainsaw ripper
nero did a great job on adapting the weapon mechanic similar to cso
never did this before so i dont know how to read the slot positions
usually 0 means slot 1, and 1 is slot 2 and upwards
and position is?
Position is for the weapon bucket
in one slot
ya know
like mp5, shotgun and crossbow in one slot
like slot 0 position 1 would be medkit?
yeah
0 until 3 positions are reserved for the sven/engine weapons code
4 until downwards are reserved for extra weapons
ah so position 0 slot 0 is medkit
usually in my case i will put my custom buymenu weapons on position 10 until downwards so it wont conflict with the map script weapons certain map ran
i believe its crowbar but yea around that
actually, 0-3 cus the code said 0 is sign as position 1
ah there we go
slots are the dropdown menus 1,2,3,4,5,6,7 in that order
position goes from 0 to 3
inside each slot
you can add more slots until 9 if im not wrong
KernCore's INS2 weapons slots are until 9
so i added slot 7 position 4
yeah that one you could try look into if the weapons slot appear
if you added iSlot = 7 and iPosition = 4... means on the 8th slot and 5th position i believe? oh wait i forgot, nero's weapon iPosition and iSlot has minus 1 (-1) in front of it to evade confusion. yeah you're right.
it works, ultra custom stuff now ๐ my ports will be better now with custom guns
Normally yes, but I put -1 in the weapon scripts so that the number you enter in csocommon is the correct number (1 = slot/position 1)
Yep i saw them
gj nero
https://www.youtube.com/watch?v=BYXfCY4s3Lk I just watched this. WHAT THE FUCK THE MAG YEETED GIBBED THE FUCKING ZOMBIE, FOR REAL @bitter valve ?! AHAHAHHAHAHAHAHHAHAHAHHAHA
Even a Frag Grenade that you throw can gib dead corpses. XD
fr i was shocked and laughing my ass off ngl
Of course 
I was gonna add the Team Fortress 2 crit sound and maybe base the damage on how many rounds there are left in the mag, but I forgor 
I also had it gib the player who launched it, but decided against that 
ngl its funny as fuck. its really original lmao. Best keep it that way, i like it 
with Metal pipe hitting sound
I'm currently working on porting Quake 2 NPC models to sven btw 
Ahh i see, no wonder been quite Hiatus.
it's alright nero, we can wait. Work on your own pace 
Ayo... remind me of Biomechanoid from Serious Sam franchise.
Guess they took the inspiration from this npc 
Serious Sam Weapons + NPCs, Arase. XD
If there's one weapon I'd want to work on the Serious Sam Weapons, it would be the Ghostbuster. I want to add my spin that I incorporated on my project.
someday I want to start a porting weapons from Kingpin: Life of Crime to SC
cuz why not?
Should've do XL2 Laser Gun and Rocket Launcher tho. And also, maybe Minigun and SBC Cannon.
$0a means: Fullbright and Studio_NF_Alpha were unused?
owo what's this? 
AHA HE COME BACK

Crossbow detected
Added Crossbow
I need to update the plugin again 
well, this is the best what I can do with this sorta of model
(not really the best, I'm just tired at the moment)
well, I'm just quoting mr. "Buy Skyrim"
it just works
at least the arms don't look like they were broken by gargantua's ass 
especially while the reload anim
I have tried adding the svd, but the sprites are not precaching, the crosshairs dont show up and the hud selector is all fucked up.
This didnt happen with all the other weapons I used (awp, m134hero, usas12), and the slot position must not be the problem because I can move the weapon to other slots and when the slot was the problem with the awp it simply didn't show up
I cant find whats wrong with the code since it looks fine to me at least
I compared it to the other guns and everything is in place
including the weapon_svd.txt file that specifies the sprites and positions mmm
has this always been or since the last update? it works fine for me
ah but you are using the buy menu or adding the weapon in your own script, because i'm doing the latter
anyway i gave up, i picked another weapon to use as a base and that one worked
nah, Ecco's one made on a crank and just uses "give weapon_putaname" command for a price
so I didn't add in any script or "buy menu" plugin.
"it just works" Todd Howard face
i dont know, maybe it was conflicting with something else. Anyway, i don't know how you get everything to work yourself because weapons from slots 8+ do not show up in hud, my hud shows only up to 7 slots
btw, @bitter valve, do you need this?
Yes please 
here you go
I'd like to rig sven arms to all guns that doesn't have this, but this CSO bones fiddling is a pain in my ass
I need more energy for this, and less laziness
I already sent the weapons I had rigged, i don't know if he ended up using them or not
the files are up there somewhere
its a pain to rig them because of the default position as well as different bones
you maybe can check them out and some of the hands may be useful. Because sometimes some weapons hands are the same rig
well, I downloaded it a long time ago, but thanks anyway
YAY
FINALLY
finally made a rig of one of my favorite guns
I just figured out how to make it as easy as possible to make a rig of almost any model in blender ๐
I also rigged sven hands to thompson
btw, why is there no info on github about thompson?
Oh, I forgor 
I accidentally found a bug - when you use M2 in a crouch position (secondary fire I mean), after restarting the map you get stuck in this position (you can move, but only in crouch)
Yeah you have to type -duck in the console
I tried to fix it but it happens too randomly 
I see
oh nice, never used blender, do you think its easy enough to have all the guns rigged?
I checked some of the models, some guns still need some work, but it's still quite easy
my awp rig is a bit awful
only SVDs, some melee weapons and, as I understand it, some vanilla guns are left
btw the same type of weapons usually have the same rig. For example the default cs weapons mostly share the same
really? i thought there were a lot left, or are you talking about the rigs you've made so far?
I mean with your works and that's already rigged by Nero
oh nice
when I'll done with that, I'll share .rar file with my and Garompa's stuff
I hope Nero will update the .AS files for in-game hands switch, and will implement all this work that we've done ๐
Yeah just put it here and ping and I'll get on it when I can 
@bitter valve very beautiful, thanks nero
๐๐ป
it's the best what I can do with svdex at the moment
I don't like how left hand holds a gl
and remind for me:
SAVE. FUCKING. BACKUPS.
cuz it's third or fourth attempt to rig this shit
and when I tried to fix hands, it messed up.
so yeah, it's the best.
Where is the hand supposed to go though? 
CSO hand: holds gun
Sven hand: holds air
I'm guess this time it's not going to be without morph stuff, urgh
ah
now it looks normal at least
topology issue
just noticed that 
Mmm looks like the problem is the sven hand may be smaller?
That sometimes happened to me. I took HLAM and resized only the mesh so i could see in real time how much to resize it. I used 1.01 value to resize slowly and counted the clicks. Then did the same in the 3d program with the smd
But when lazy i just resized. Saved it with hlam as a new model, decompiled that and used the hands from it in the original model hahah
well, I just scale it by eye
actually, it was much worse until I started editing it myself
cuz as you say it was smaller
the last method is very fast because you can see it change instantly and adjust it
the only problem is the gun will also increase in size so you must just look that the hands are no longer stretched
well, this topology is still better...
THAN THIS
alright, that's the best one
I guess
anyway thanks for this tip, that helped me a lot. ๐
I actually do the same with crossbow and thompson, and it looks at least normal now
but now I have a question - why the fuck do Nexon use not only different bones, but also different sizes of their hand models? do they really want to mess around so no one can steal or modify their models or what? 
at this point i doubt it, they must be just unorganized idiots
i mean it would take a lot less work to just have the same bones for everything
and sizes
I have arrived at the same conclusion; Nexon be derpy 
I am certain it's the same vibe with the old Half-Life hand models too.
MP5 hands are different to Shotgun arms and Crossbow arms and so on and so forth.
yes but old half life models were the first ones to ever exist, made by valve in a rushed development. Many got cut and changed over short times, so its understandable because of all that
But for example counter strike uses all the same size bones and hands
the HD pack as well
and the guys from the INS2 pack too
Nexon being a massive company, shouldnt be so shitty, if some modders can do it so can they
it was difficult ||until I discovered that this weapon isn't mirrored||
btw, about East Asians swords...
nero pls ๐ ๐
it's Hwando
Yeah most dual-wielded weapons don't need to be flipped 
btw the first two animations called slash1 and slash2 on the Hwando are just the idle animation at twice the fps, classic Nexon 
Apparently it doesn't have a highlighted selection sprite 
done with thanatos and dragon claw
now working on SVD
i just downloaded the pack. are the sven arms in the files or are they still being worked on? I see some of them use them and some dont so far
I noticed that a lot of the guns cap out at maximum of 90 ammo which seems pretty low compared to sven co-op standards
and the augex seems to be lacking any effects for muzzle fire
the at4ex is missing a sprite for the weapon
you can alter the weapon max ammo value. Try to look into CSOW_MAX_AMMO line on each weapon's script file
yeah kinda weird. the sound works fine on my end.
try extract the pack again. if it still doesnt work, try re-install it again
The muzzleflash stuff too 
ill try again, maybe my server skipped the download
the lego gun, doesnt take regular rocket ammo
you can alter it in void Register() line
from m777shot to rockets
its aight, nero's fine with it 
Can't fix things if I don't know it's broken 
how do i remove the sprite that puts a ring around dropped weapons?
btw it will affect your sven weapons ammo max too so yeah 
const bool bUseDroppedItemEffect = false;
in csocommon.as
from true; to false;
desperado seems to have infinite ammo not sure if thats intended
crossbow doesnt use bolts
intended, nero adapted from original cso
const bool USE_INFINITE_AMMO = false; //The original has infinite ammo
like i said before, in void Register() , from csobolts to bolts for default HL crossbow bolt ammo type
Yeah several weapons use custom ammo
ether to uranium
I honestly prefer it that way tbh nero
9mm 357 buckshot bolts 556 rockets uranium m40a1 sporeclip hand grenade satchel charge trip mine snarks argrenades shock charges hornets health
All vanilla ammo names
just from my taste. I even alter the ammo type for some of your cso weapons to cs16 ammo type
pinned this adminnnnnn 
might be on my end but the m2 has a missing sprite in bottom right
worked for me in my end tho
wait imma give you
its in the folder i believe
Idk how ecco plugin works, but usually on the usual Solokiller's BuyMenu one, you just have to register it and tweak the weapon's script file and add some ammo registeration in it, so you can type "buy ammo" and buy the current ammo weapon you're holding
thats why i dont have issue much if nero use custom ammo for the cso weapons 
topology still sux, but at least it looks normal
like this 
i dunno what I can do with that shit T_T
im just loading in regular ammo using ecco, but not buying the weapons from ecco
plastma gun and quadshotgun is missing sprites too. again might be that the server didnt send them when i connected
that's the reason why I hate the bones like this
Must be, the files are present and the scripts are telling the game to send them 
so i was talking about the max ammo being low.. but just realized that the default max ammo for the m249 in sven is only 90.. but the gun holds 200...
that seems odd
so maybe the figures arent that far off
alter the CSOW_MAX_AMMO for every weapon that use 556
augex, lightning ar1, aeolis
aug too
im just saying maybe they dont need changed because sven defaults are pretty low
so i went through all the weapons and thingfor me is that they dont have the right arm. but i imagine i can just replace the arm texture with some of the existing files that do have the sven arms. assuming at least one of them is mapped the same way
you have to wait either nero, garompa or gordon9999 do the remapping for the skins.
for me i dont mind much if nero use default cso hands
if you feel like its a pain to change all of it, just set every weapon script max ammo to 1000 like kerncore did with his pack. ez
i might do that
i also have insurgency weapons, i want to see what insurgency maxs are. looks like they are 1000
i was planning to add BuyMenu.as for nero's cso weapons once he's done all of them
or maybe nah since the code is originally from KernCore. maybe nah ig
i dont want to steal another people's hardwork
hm thats odd, so my server did send me the sfx for the augex but they dont seem to play in game
muzzleflash still wont work either
the reload sfx for it works in alt fire
also for some reason the bow has max ammo to 60 and the starting ammo to 6 but i assume since it doesnt have conventional reloading it gives you 60 at start
at the end of the plugin it mentions csoarrow multiple times. do i need to replace every instance of it or just one of the lines
void Register()
{
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::csoarrow", "csoarrow" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::ammo_csoarrows", "ammo_csoarrows" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::weapon_csobow", "weapon_csobow" );
g_ItemRegistry.RegisterWeapon( "weapon_csobow", "custom_weapons/cso", "csoarrows", "", "ammo_csoarrows" );
i imagine just the last line
g_ItemRegistry.RegisterWeapon( "weapon_csobow", "custom_weapons/cso", "csoarrows", "", "ammo_bolts" );
like this?
{
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::csoarrow", "csoarrow" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::ammo_csoarrows", "ammo_csoarrows" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::weapon_csobow", "weapon_csobow" );
g_ItemRegistry.RegisterWeapon( "weapon_csobow", "custom_weapons/cso", "bolts", "", "ammo_csoarrows" );
^^if you want to use cso compound bow arrow as bolt ammo type
g_ItemRegistry.RegisterWeapon( "weapon_csobow", "custom_weapons/cso", "bolts", "", "ammo_csoarrows" );
should be like this
thanks
in the ethereal weapon I was trying to set its max capacity for ammo to 1000 but there is no entry for that. I spawned in some ammo and it caps out at 90. 90 is not listed in the script so how is it capping out at 90 ammo?
i believe its in csoammo.as file in includes folder. check that one out too since nero connecting ammo type for that gun with it
look at MAXCARRY_ETHER and the other similar starting name for the maxcarry ammo too so you can alter it to your own liking
cool thanks, found it
the gunkata says it takes 44mag ammo. what do you think is a good replacement for that? 357?
357 is alright, or 9mm. depends on your taste
if you wanna make it scarce type ammo, 357 would be the best choice
I've spent all day on this 
looks good
i might have mentioned it but the m2 is missing the sprites, i checked and i have the sprites in the folder so maybe their name is wrong in files?
nero code it in custom_weapons/cso code path as always. its weird if its wrong since it worked fine for me
For the love of bob, don't use notepad to edit script files 
Use notepad++ instead 
it works for most stuff but generally yeah
be me, i use visual studio even though scripting is not my job 
That works too, but npp starts faster 
im not sure what i did but now i cant spawn in weapons. i dont think i changed anything that should have done that
The plugin might crashed. Check console logs. Type developer 1 and as_reloadplugins
Try to see what the error console stating
Usually it will appear message like "ERROR: blablabla" in front of it
Check weapon_csobow.as again
oh i see i have register line twice from pasting it
Yeah, you can fix it
Unexpected end of the file, try to check if there's } too, if not you might accidentally deleted the bracket. That one is important for closing off the code line for the namespace scripting
i fixed that issue but it still wont launch.
it says 1 plugin failed compilation
so its probably that one
Wait.
ERROR: c:/users/there/desktop/sven co-op/steamcmd/sv/svencoop/scripts/custom_weapons/cso/weapon_csobow.as (497, 3) : Unexpected end of file
c:/users/there/desktop/sven co-op/steamcmd/sv/svencoop/scripts/custom_weapons/cso/weapon_csobow.as (2, 1) : While parsing namespace
ERROR: Plugin script compilation failed
its probably a missing bracket
{
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::csoarrow", "csoarrow" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::ammo_csoarrows", "ammo_csoarrows" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::weapon_csobow", "weapon_csobow" );
g_ItemRegistry.RegisterWeapon( "weapon_csobow", "custom_weapons/cso", "bolts", "", "ammo_csoarrows" );
}
} //namespace cso_bow End :ayaya:
Try this one.
}
void Register()
{
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::csoarrow", "csoarrow" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::ammo_csoarrows", "ammo_csoarrows" );
g_CustomEntityFuncs.RegisterCustomEntity( "cso_bow::weapon_csobow", "weapon_csobow" );
g_ItemRegistry.RegisterWeapon( "weapon_csobow", "custom_weapons/cso", "bolts", "", "ammo_csoarrows" );
} //namespace cso_bow END
/*
TODO
Make a proper ammo model?
*/
this is what i have
Add another bracket under the final g_ItemRegistry line
oh i see it
}
} //namespace cso_bow end
yeah i must have messed that up when pasting
its always the brackets that seem to break stuff
two brackets. One to close the void code line. The other to close the entirity of the namespace
its always } and ;
man im not even a scripter, nero should be the one instruct you this, sorry for taking your job nero 
ive added the augex reload sounds to my fastdl, and my server files. still wont play. so i assume its downloading but not precaching if that is possible
void Precache() i believe nero did implement it in every of his weapon scripts. If not, the gun wont even respawn, not only that, your server will crash too and send you back to the main menu
Just like HL1 is with item_healthkit if theres no healthkit entity in that map
And as for sound, gun would spawn but when you wanna shoot, your server crash and send you back to the menu
also the awp, when it is reloading, the hand is going inside the view of the player and so their hand clips and you can see through it. its not really an issue but thought i would point it out for ocd sake
this only happens on one of the two reloading animations
Is this when cocking animation or zooming?
its when it is cocking
Then its not nero's fault. That case is nexon's problem, so maybe wait for the other rigger fix it if they willingly want to ig
Actually it has something to do with void Spawn() code line, nero did some error there, instead of CSOW_DEFAULT_GIVE, he accidentally put CSOW_MAX_AMMO
some reason the blood hunter even though i set max ammo to 1000 and removed the line that makes it have infinite ammo it maxes out at 35 ammo
there is no line that mentions 35 maximum in any file i have seen
all I have left are the beam sword and the vanilla guns, so maybe I can try fix this shit
Try check any other files. it must be missing somewhere else.
since i use vs code, i will just search "35" and try to see it some weapon script to identify it
oh, and volcano (I forgor about this)
i checked all the scripts
thanks, fixed it
can i see the ItemInfo code line?
oh yeah i didnt register blood Hunter in my buymenu. Because my buymenu has already full combined with cs16 guns and the other custom i tweak myself
the iteminfo code line in blood hunter as?
how lovely
bool GetItemInfo( ItemInfo& out info )
{
info.iMaxAmmo1 = CSOW_MAX_AMMO;
info.iMaxClip = CSOW_MAX_CLIP;
info.iAmmo1Drop = CSOW_MAX_CLIP;
info.iSlot = cso::BLOODHUNTER_SLOT - 1;
info.iPosition = cso::BLOODHUNTER_POSITION - 1;
info.iWeight = cso::BLOODHUNTER_WEIGHT;
const bool CSOW_USE_MAGDROP = true; //Drop mag while reloading or not
const int CSOW_DEFAULT_GIVE = 30;
const int CSOW_MAX_CLIP = 30;
const int CSOW_MAX_AMMO = 1000;
Nexon: uses old as fuck m3 model with modern hands and even can't properly rig the hands
Turtle Rock: new m3, hands looks sick, absoultely everything is perfect
okay so the missing sprites for the crossbow fixed itself when i deleted all the ztmp files and then deleted all my downloads folder and rejoined my server
must be a quirk of the game
because the files were there
has anyone ever tried running model texture files through ai upscale or is the result not good?
it's still looks like ass
g_CustomEntityFuncs.RegisterCustomEntity( "cso_m134hero::weapon_m134hero", "weapon_m134hero" );
g_ItemRegistry.RegisterWeapon( "weapon_m134hero", "custom_weapons/cso", "762", "", "ammo_762mg" );
if( !g_CustomEntityFuncs.IsCustomEntity( "ammo_762mg" ) )
I tried to set the m134hero to use 762 but it not work.
is 762 ammo not called 762?
the m134hero takes a special kind of 762. i specified 762 but i guess 762 is m40a1
maybe now that we have cry of fear, insurgency, counter strike and cso weapons, maybe we create an ultimate weapons pack that combines all of them
with sven arms, in hd
bump the download time ot join my server up to 20 minutes
now we need more guns from other fps like UT, Quake III Arena
postal 2 pack pls
i dont know how this is coded but even though i have a ton of cry of fear and ins2 weapons in a custom buy menu for ecco none of the ipositions of the guns are overlapping
usually id have to manually find open slots
I've only had a conflict with AoMDC's MP5k in all this time.
const int CSOW_MAX_AMMO = 1000; //doesn't actually do anything since it uses the maxammo set by the buymenu plugin ยฏ_(ใ)_/ยฏ
The mk3a1 says this. but as far as i know there is currently no buymenu plugin, so i imagine max ammo line will work
quadbarrel is missing a sprite in bottom right. not sure why
its sending all the files so there must be some quirk with sven
what sprite dictates the sprite for ammo icon?
check sprites\custom_weapons\cso\weapon_name.txt
also the animation for the usas12 the arm goes through the drum, im not going to be adding that weapon but thought i would point it out in case that is something anyone cares about
its in there
the server and client both have it
the files are there
4
weapon 640 custom_weapons/cso/640hud60 0 90 170 45
weapon_s 640 custom_weapons/cso/640hud60 0 135 170 45
ammo 640 custom_weapons/cs16/640hud7 0 72 24 24
crosshair 640 crosshairs 48 24 24 24
might have been that i already had that file from something else
so if i want to remove some of these from being precached/downloaded/registered.. so i just remove both entries for them in the custom weapons angelscript?
or do i only need to remove one of the entries
I just put // in front of them
also noticed you listed the m1887craft under pistol and not shotgun. i guess its subjective but it takes buckshot is apparently a modded version of the m1887 which is a shotgun
I use the categories from the wiki/game 
taurus judge
a lot of the weapons are cool but they have very inconsistent quality as far as textures go. not sure if it would be worth trying to upscale them. i imagine if one did that it wouldnt be a CSO weapons pack anymore. as they are they dont match the quality of cof and ins2. but about half of them looked good enough to match them.
thanks for adding these. had my eye on some of these since i saw that runethunder67 guy add them all to his buy menu and try to sell it lol. I added about half of them. Its all set up with 1000 max ammo, default ammo types and added them all to the ecco buy menu categories i set up. looks good. now i just need to replace the v models with sven hands and then replace all the arm textures with a grayscale set i made
im not sure if this is possible but would be cool if there were multiple colors of the beamsword. would probably require having multiple models though
i might go in and try to change it to red, but i assume that already exists somewhere in cso files
Yeah weapon skins require separate models
i asked before and hope its not an issue to ask but i think you are the one who made the kick plugin. is it possible to add that as a weapon that appears on the weapon wheel/slots since it seems to overlap with v_actions
unrelated issue but it could be combined with this. It seems to lack an iposition.
Yeah I've considered it, it's on the todo-list 
are you planning a brutal half life pack?
I looked into but but nah not atm, too many projects already 
Maybe a scientist with limbs that can be shot off 
mikk made a plugin that adds a pool of blood but it can make floating pools of blood which doesnt look that great. and i use an old amxx plugin that adds more gore and blood spray.
so some things are possible
Which amxx plugin is that? 
amx_gore_ultimate.amxx
its customizable
for some reason when you enable this it interferes with v_actions in the cry of fear weapons and makes v_actions not work. Changing the iposition of v_actions did not seem to help.
will you be posting the sven handed versions on github somewhere?
@obsidian chasm in the zip file you posted i think you meant to put skull11 instead of balrog11
the m950 in those files contains several skins. how do you specify which skin will load in game?
based on the code of the m950 script you run. If you want to run the skin, you can alter the destination like "custom_weapons/cso/skins/m950/v_m950aaa.mdl"; instead of custom_weapons/cso/v_m950.mdl";
but the file itself contains all 3 of them?
wym?
the skin still can be run on default weapon_m950.as script, you just alter the view_model destination code
ive never seen that ability before
i assumed you could only have one embedded in a model
ill just wait until all of them have sven arms to worry about it
I did that with cso crossbow here.
You mean the hand skin or the weapon skin?
if hands, its g_CSOhands smth like that.
hands
then you have to look into g_CSOWhands smth like that. I forgot. I just woke up.
what do you replace it with
There are sven hands, and cso girl hand. You can refer the name in includes/csoenums.as as nero always listed down enums there
nero used to use Zode's old buymenu plugin (with no wallet system), thus why he comments that. Usually it follows the buymenu base ammo, just like how my buymenu does.
const array<string> g_arrsMaleModels =
{
"player",
is this it?
no, not that one
enum csowhands_e
{
HANDS_MALE = 0,
HANDS_FEMALE,
HANDS_SVENCOOP
found it
so do i edit this file or edit every script for every weapon?
Edit every script for every weapon
Dont edit that file
Your plugin will crash again
But not all cso weapons nero did now have the alternate hands skin, so you have to be careful.
I'll probably split the models into one set of hands per v_model and put them in the skins directory, switching hands is just an experimental thing 
i actually the type who dont really mind much about the hand skins. maybe because i've been playing counter strike 1.6 modded server (zombie plague 4.3 etc back in 2012ish) and their custom weapons hands from amxx always inconsistent, thus making me feel nostalgic/adapted with it. but not with people with OCD though. but i can pretty much understand that.
i went through the files that garompa provided and the ones that are currently in the files by nero. as far as i can tell its still missing sven hands for the crossbow, dragonclaw, dualwaki, beamsword and thatanos
i'd say you have to wait for the rigger to finish their job, might take some times since rigging stuff is not easy. (i used to rig stuff back in 2021, really hard with MilkShape3D)
beyond replacing textures with compatible size, i have never done anything in that department
you have to align your desired skin bones with the already existed one, so it takes time, especially with models that nexon provided which their bones are misaligned on every weapon
if its in MilkShape3D, i believe its joints.
i replace all the models with models i put in grayscale
wish the rgb for the armor included black
all the cso weapons iPosition and iSlot nero did are listed in csocommon.as
you can alter the position and slot there
its easy that way tbh
yeah, i just find it surprising it did not overlap witih all the other weapons i have
i used to have an elaborate list of all the ipositions for my weapons but i lost it so now i have to just guess
funny how i run XP mod and buymenu with custom weapons and also other decorative things like pet plugin nero did and some chatsounds but i dont even go public server lmao
ive had a server for about 5 years, its easily the most modded server in sven. but im held back by needing a faster fastdl
good for you ig. i just dont want to go public. plus my server is literally like copying misfire's style, misfire discount version. so i'd rather not do that
rage tried to hook me up with a fastdl from some german company and they never even got back with him. it seems like it would be about the same cost to just upgrade my internet package (i run it from home currently)
i thought rage manage korea server too? wow.
hmm, weird since you already alter the ammo value. does this still remain problem on your end til now?
if it does, i have to look into the script
rage is running a twlz inspired server with someone else called outerlimits
i think i fixed all the issues with max ammo
i think there was one gun that wouldnt increase, one of the pistols
what is it?
i think i fixed it somehow
it was desperado or skull2 i think
or maybe another pistol i cut from my server
weird. skull2 use 357. it should be 1000 if you have alter the ammo value.
@bitter valve will have to add support for sven hands in the new viewmodels me and @stuck crow rigged hands on 
maybe I did something wrong? I didn't check, you are saying I named skull11 as balrog? but skull11 already had sven hands from default mmm
mmm i see it just fine
btw maybe just delete all hand options and leave the sven hands only hehe
wait no, that balrog has the smaller hands problem D: ayyyy we will have to rerig everything making the hands bigger in all the stretched models, when I made this I probably didn't check that 
small hands!?
false alarm, the hands arent stretched but they look like shit, at least I can't fix them
goop, i know you like memes but please appropriately post it in #off-topic instead
you're so lame...
this is how you get wankered, don't whine about it afterwards
i dont see many wankers around. i assume they either get bored or banned
sorry man, we're kinda discussing about cso weapons related, so if theres people who has issue with it, they can try to look up the chat again and know what to fix.
they were murdered in http://scmapdb.wikidot.com/map:military-duty
my favorite part btw 
some of them are unfixable honestly
this might sound a little brutal, but I hope the nexon modelers have broken arms 
like that
I'm done with beam sword
as a bonus, I made him remappable (just for myself, but I can still share as a separate mdl file)
easiest one btw
awesome, what ones are left?
I think after that SVD any rig is gonna be easy for me now 
anyway, volcano is done
only cs vanilla guns
actually I don't really want to mess with it (because I personally use CSCZ weapons, so it would be useless for me)
but since I made a promise, I'm gonna rig them, too
also I'll fix THIS mistake
cuz I can't look at it and live with that
the rest of the guns are done
but I noticed one thing...
wtf, nexon!?
I thought it was my sven arms are broken, but no, it's a model from the game
hes movin' different
you gotta pay for the deluxe upgrade pack to get all 5 fingers
nobody will care if I'll just grab the CSCZ models as a base and replace all these shitty animations to improve this?
meh, i dont mind much about hands stuff if you asked me.
i dont care about fancy animations and i dont use any of the lower poly models
which ones are left over?
@bitter valve here you go
there's all the stuff that done by me and Garompa
If I forgot something let me know
oh, I forgot that one
and that fixed one
and as a bonus cuz why not?
now it's kind of like that's all
whats different about the sword
recolorable beam
it's still be yellow in third person model, but I don't think this would be possible a priori without tampering with the script itself
in fact, for using it now, for the most weapons you need to put in this script these lines below "void Spawn()":
g_iCSOWHands = HANDS_SVENCOOP;
m_bSwitchHands = true;
in the as scripts?
yep
not seeing them in the individual weapon scripts
wait so they arent there yet? i have to add them?
the line isnt even there?
like that
but i have to add those lines, im not editing existing lines right?
no
i assumed it would already have an entry for another hand type
btw, @bitter valve, I don't know if it's a bug or not, but I tried something like this with dualwaki, thanatos9 and dragonclaw and my hands went back to the default CSO

The hand bodygroups have to be 0=male, 1=female, 2=sven
Along with the
g_iCSOWHands = HANDS_SVENCOOP; m_bSwitchHands = true;
It is far from perfect though, and was only meant as a temporary thing 
well, it is .-.
it just goes back to CSO male hands after every animation played
check the sendweaponanim lines
and defaultReload
and DefaultDeploy
bResult = self.DefaultDeploy( self.GetV_Model(MODEL_VIEW), self.GetP_Model(MODEL_PLAYER), ANIM_DRAW, CSOW_ANIMEXT, 0, (m_bSwitchHands ? g_iCSOWHands : 0) );
That last part
, 0, (m_bSwitchHands ? g_iCSOWHands : 0)
is what actually does the displaying of different hands
self.DefaultReload( CSOW_MAX_CLIP, ANIM_RELOAD, CSOW_TIME_RELOAD, (m_bSwitchHands ? g_iCSOWHands : 0) );
this part
, (m_bSwitchHands ? g_iCSOWHands : 0)
and all sendweaponanim should end with , 0, (m_bSwitchHands ? g_iCSOWHands : 0)
self.SendWeaponAnim( ANIM_IDLE, 0, (m_bSwitchHands ? g_iCSOWHands : 0) )
oh, I get it
which ones need changed?
The weapons I've uploaded should all have that, even the ones with only 1 or 2 hands
Except for older weapons maybe
so they should all be right?
weapon_aeolis
weapon_balrog9
weapon_beamsword
weapon_bloodhunter
weapon_csobow
weapon_dragonclaw
weapon_dualwaki
weapon_m950
weapon_savery
weapon_skull2
weapon_volcano
did you find any wrong entries?
That's quite a few 
aight Imma fix 'em
most of them have a few hands too
only aeolis, balrog9, bloodhunter and bow have only sc hands (if we're talking about my rar, of course)
You guys are awesome.
would it be easier to just delete the extra hands
In fact, I'm generally in favor of replacing them with opfor and bshift arms, but there's a lot of work to be done there for that, and I'm already almost freaking out over one SVD 
I'll probably split the models and put extra hands in the skins folder 
it's even better this way
how many people are using the extra hands?
idk actually ๐
if i have 5 people on im in the top 4 or 5 servers on the game. i dont think theres a lot of people running out to use these lol
by that i mean i dont know if its worth putting effort toward the alt skins unles we think someone is using them
but probably shouldnt toss em
Done 
Probably 
hah that's that shitty truck game where driving backwards is faster and makes you go at the speed of light 
I vote for only sven hands
Nobody really cares about cso hands i believe
Imho it makes it bad because every weapon has sven hands and then you find a cso gun and boom you suddenly lost your hev suit
the same
i went through all of them and edited them to use sven hands. im goign to test them to see which ones work correctly
or we can just recompile the mdls to have only sven hands ๐
is there a sven arms version of dragon claw?
wait nvm its in the model, some resaon it didnt load
i just looked and i have it set to use sven coop arms
yet some reason it didnt take in game
okay so the dualsword has multiple arm models it references somehow
dualsword already has sven hands 
yeah i was just confused because i changed the texture and had to chagne it somewhere else
im having issues with the dragon claw and the dual waki not loading the sven arms
self.Precache();
g_EntityFuncs.SetModel( self, CSOW_MODEL_WORLD );
self.m_iClip = WEAPON_NOCLIP;
self.m_flCustomDmg = pev.dmg;
g_iCSOWHands = HANDS_SVENCOOP;
m_bSwitchHands = true;
self.FallInit();
m950 wont use sven arms either
same issue with skull2
theers also a weird animation issue with skull11. sometimes when you shoot it it seems to teleport to the left
the animations seem broken. not sure if i did something to do that or not
thanatos doesnt use sven arms either when specified to do so
i tried to delete the other arm files
maybe i can specify the default texture in the qc file?
okay i figured it out. opened it with model viewer edited the qc, removed reference to other skins
i dont think you can edit the qc without decompiling the model?
yeah i decompile it, open the qc, remove the two or three lines that reference other other arms and leave the one that mentions sven, then compile it and bingo
these lines
"your move, punk"
i figured out what was wrong with the v_skull11 shotgun
some reason the draw animation is triggering randomly
hm, i wonder what i could have done
make sure the reload doesnt have the loop box ticked
and... another reason could be wrong animation order, but you'd need the original model to compare it to
this one, you have to use half life asset manager
I like this idea tbh, i actually just dont mind much and just okay with cso default hands 
burn cso hands to the ground ๐
burn nexon for shitty rigs
oh no, im gonna get scold by garompa and 49, RUN
aight mb gang
GORDON9999
it's about aesthetics
I personally don't like to play with some hands first and then with others, that's why I started rigging sven hands to weapons that doesn't have this
actually I rig them all just for myself 
understandable. i'm not really picky type of person. Plus, its nice you guys do the rigging, since nero already overwhelmed with the code. I pretty much dont mind if nero put the default one, because i just want to wipe out monsters with the guns, and not caring about the hands much.
I have a all maps sven hands pack I made ages ago, it may be a bit shitty and outdated but has sven hands for all custom weapons of all existing maps to date
remind me to upload it when i come back home 1 month from now xd
I have this on my drive, I can upload em if you want
there are more now haha, so I must upload it myself. I will probably do it on moddb
I will include the cso weapons too
I'll recompile them without the other hands also
how about Gamebanana?
how difficulty is the process of rigging a new texture to a model to go from low definition arms to high definition? i have one i want to fix up
they will withhold the file until some rancid admin "reviews" it (he doesnt) because it needs to have the credits to each pixel
ignoring the fact that there are mostly no credits to 20 year old models found in a 2000s sven coop map
since you cannot credit, you make up random credits or somewhat credit some dudes, but then they withhold it anyway because it'd be a 200mb download and they dont want to host it
also, can you reupload the recolored hands for vanilla's one?
you mean default game?
ye
I will add reanimated ones for default and move the ones I have now to the hl classic folder, since the hl, bs and op4 folders have all the same guns
I can only imagine what a pain it is to search for information about an author who either disappeared from the internet a long time ago (went irl, for example) or died
and it's all about for credit him 
99% of the time maps dont have credits to any weapon models. Finding who made each would be a pain. I will only be able to credit those I remember where I took them from. But since its a pack about replacing hands, maybe if I just credit that it'd be fine? idk
(btw we really went off topic D:)




