#CSO Weapons
1 messages Β· Page 3 of 1
i tried to make a list of the author of every map i had a bsp for and it was impossible
granted i had a lot of stuf fmixed it from other games
I hope this
there are so many
https://cso.fandom.com/wiki/Weapons
imo there's no point in coding vanilla guns at all, since there are already two plugins (CS and CSCZ) with these weapons
maybe just borrow that code from them π
btw I want to see more smgs since there's only 2
mmm, most of the smgs are normal weapons, so maybe those weird ones are best pickings
and grenades
imagine killing gargantua or big momma with that thing 
ah yes, grenades, there is no grenades here mm
chain grenade seems fun, michael bay style, double explosion
That rice grenade is just basically nasi lemak from malaysia LMAO
nasi lemak packaging is literally that
killing bastards with rice and water
Void Avenger
btw, how about these? they don't look like normal weapons
nero has done vulcanus-3 before and aperture did balrog-3 in misfire i believe
i think the choices should be weapons with interesting effects and stuff
the volcanus idk what it does but does it say it spawns more barrels to shoot from?
actually it increased dmg the longer you keep shooting
ah lame D:
it has dynamic dmg, from low to high dmg as the round consumed the mag
as for balrog3, uh.. this one doesnt make sense but still in ok weapon for me. its alt attack is the gun consume the whole ammo instead of mag lol
35 | 170 <--- alt attack consume this one lmao, not the 35
that's why I like this gun 
it's useful when there's a horde of mfuckers
im in ok with special cso weapons, my only interest is svdex tbh. so yeah
VSK is kinda nice too.
9mm is a fairly common ammunition (especially with buymenu or scxpm) so ammo isn't the problem for the most maps
common if you set it to 9mm , i usually set ammo type to custom ammo in my server
make it challenging 
well, I'm talking about my experience in Misfire, but sure
ah i see mb
looks cool, stats also cool
or the hammer, wasnt the hammer ported already?
nah
meh melee weapons arent that good i see
why is this reddish in first person but yellow in third?
the v model doesnt have any red in it
that's why I shared remapped version as a separated file
maybe somehow it's possible to make recolorable lighting and third-person model with a script, but I'm not a scripter at all
did someone post a sven arms version without the color remap?
once a texture designates that it will do the color remap thing i dont know how to override that or replace the textures
oh, it's simply in this case
just rename all "remap*_" (except hands texture) to whatever you want via HLAM
or just replace this model to model from archive
ah i use a different model viewer that doesnt let me do much
so
@stuck crowi dont understand the logic of it but i converted the textures to grayscale and it made them not be able to change color but somehow its yellow despite there not being a yellow texture anymore
Could it be this: #1165997024597000212 message ? 
the model in the cso files on github? it doesnt have sven arms
from that archive
@digital night
sry, I'm at work right now and kinda busy
so I could just send you the file π’
Oh thanks.
I made a separate rar with only sven hands models
at least it's not such a mess like previous one with separated files
Nice thank you, this is canon now π
I just have a broken mouse at work and the middle button sometimes keeps pushing 
and it pissed me off
my middle one is dead, and the left click 50% chance to triple click at once
I must change it D:
@bitter valve in this map https://discord.com/channels/170051548284583937/1239114856305524776
I have used awp, m134hero and usas12.
In the current version v1b of the maps, I no longer crash but in v1 I kept crashing randomly on map load.
A user in the comments has pinned down his crashing to the m134hero weapon script.
If anything, I fixed 99% of crashing by just tweaking osprey pathing, so maybe the gun is conflicting with something in the ospreys? or anything else at all? I don't know, i'm out of ideas maybe its 2 separate cases... but just to let you know so you can check the code on that weapon and see if anything seems to be wrong maybe
Maybe the cooldown bar hud thingy?
or the ScreenShake ?
Nevermind
I was maybe using an old version of your script or not, but this line is what was causing the problems
~weapon_m134hero() { self.m_fInReload = false; SetThink(null); m_iState = STATE_NONE; m_bOverheated = false; m_bRapidMode = false; g_PlayerFuncs.HudToggleElement( m_pPlayer, CSOW_HUD_CHANNEL_CD, false ); }
btw any reason why do this?
const string SPRITE_HUD = "custom_weapons/cso/progressbar.spr"
g_Game.PrecacheGeneric( "sprites/" + SPRITE_HUD );
it also says from @teal harbor 
this makes resguy think the file is missing, and at the same time i think its not necessary to split the path like that?
It's for customization 
And I was gonna make me own bar, but sprites in gsource are a pain the the aaaaassssss

but... the crashing was all about you π
@bitter valve you got to stop using destructors in custom entity classes and instead use the method void UpdateOnRemove() for your cleanup purposes
The script object might be destroyed first before the entity so theres a danger here
Yeah as was said; old version 
2100th message
damn, even ddoser come to the script showcase thread as well. what a boring lad
oh no, he's gonna ddos the servers that use those guns 
what me?
to be honest relatable
whats up in sinaloa?
hello
surprise surprise @stuck crow 
oh no
i ddos attack jew websites
only
Such as?
wdym by that
What's so significant about jewfaq that you feel it's worth it?
yeah free palestine
not only this site
9 more
yeah
Huh, I see. Alright. ππ»
Ddosing jewish websites because they don't like the CSO weapon pack seems kind of extreme, no?
LMAO 
Benjamin Netanyahu did make a formal declaration about the banning of the Thanatos9 but it was strictly for issues of national security.
But there are no jeweish sven servers plus this is korean
||If you have to ddos jewish webs youre gonna have a rude awakening... all govts and most rich companies are jewish. Its sadly you against the world. I'm with you but taking on the pentagon, cocacola, israel, and every single thing would be impossible unless youre superman||
||But wait I have an idea. I'm from argentina, jewish president now, hes destroying everything. First thing he did was support israel and go meet his rabine and elon musk. Argentina has the worst security that exists, mostly because ppl here are idiots and also outdated. Its free pickings, easy target. Several times govt pages get hacked so easy. Its your chance||
||I sometimes believe they created hitler to do all that stuff and create antisemitism so every time they do evil things they just pull up that card. Either that or they took the opportunity. I believe there must be good jewish people but their religion got hijacked by a bloodline of psychopaths that are now majority||
Ok yeah this is cso weapon thread haha
the CSNS can be modded since anti-cheat Doesn't Detect modifing/loading Fixtrike to CSNZ/data folder. But not on other region KR, TW and CN they Detect fixtrike as 3rd party apps according from ZxAnugrah.
as a Jew, I can say that this is true, at least I want to believe it
@bitter valve
Missing files:
Error: server failed to transmit file 'events/cso/muzzle_skull11_1.txt'
Error: server failed to transmit file 'events/cso/muzzle_skull11_2.txt'
Error: server failed to transmit file 'sound/custom_weapons/cs16/usas_draw.wav'
no sven hands? sacrilege
Waiting for nero to continue this pack, since he's still working on CNPC (no pressure though, nero).
i'm not very good with scripting but I'm mixing and matching stuff to create the unreal tournament weapons, some of them at least. I will use the plasmagun for the pulse rifle, and the duke nukem rocketlauncher for the rpg for example. Nero has already done the biorifle, and takkedeppo made the razor
I've uploaded the sven hands, but I haven't tested them or anything.
That'll take more time than I have atm. 
because that sprites doesnt exist in the custom_weapons/cso folder thus why. 5.26 version seems doesnt ignore the code that the file missing unlike the previous 5.25 version.
plus i believe it should be there inside nero's current cso weapons files. because i have it in my folder. its weird if you dont have it.
check your Precache() for the current weapon you use in the code.
its in csocommon.as, which means all weapons are affected
i dont see any precache in that script
nero will have to fix all precaches that arent precaching ha π¦
usually i'll do this if stuff like this occur. i'll start to write these in any space in csocommon.as code.
void CSOCommonSpritesPrecache()
{
g_Game.PrecacheModel( "sprites/custom_weapons/cso/smoke_thanatos9.spr" );
g_Game.PrecacheModel( "sprites/custom_weapons/cso/wall_puff1.spr" );
g_Game.PrecacheModel( "sprites/custom_weapons/cso/wall_puff2.spr" );
g_Game.PrecacheModel( "sprites/custom_weapons/cso/wall_puff3.spr" );
g_Game.PrecacheModel( "sprites/custom_weapons/cso/wall_puff4.spr" );
}
then i will put it in the MapInit() by calling that void function in custom weapons register file.
void MapInit()
{
cso::CSOCommonSpritesPrecache();
}
or you can also do something like nero did in svd code.
void CSOCommonSpritesPrecache()
{
for( uint i = 1; i < pSmokeSprites.length(); ++i )
g_Game.PrecacheModel( pSmokeSprites[i] );
}
then do the same as registering it in MapInit()
void MapInit()
{
cso::CSOCommonSpritesPrecache();
}
choose which one you want i think.
oh nice, will try that
it strangely only crashes with other players
maybe it crashes everyone if 1 player does not have the sprite
it crash the server if the hoster doesnt have the sprite files for it or doesnt register it the way i explained that. they'll directly either send back to the menu or crashed like that. usually the hoster's game will crash while the other players that play the server will be sent back to the menu.
mmm i just tried the precache, without the files and still crashes. I guess I'll have to wing it since it probably needs both precache and files to not crash
try change PrecacheGeneric to PrecacheModel , if it's still broken, i'm not sure.
ah wait, now it works, with the second method, the one from the svd
Yeah, i think should use PrecacheModel instead for that sprites.
Thanks, I will keep this in mind next time I use cso wepaons
how do i get them in game
- Download the plugin repo in the github (the one with green highlight stating "Code", and choose Download Zip option)
- Once the files done downloading, extract the files in your
Sven Co-op/svencoop_addonfolder. - Afterwards, go to
Sven Co-op/svencoopfolder, find a file calleddefault_plugins.txt, then write this inside it:
"plugin"
{
"name" "Counter-Strike: Online Weapons"
"script" "custom_weapons-cso"
}
- Then open your game, open any map you want to play. you can spawn any of the weapons inside the console by writing
give weapon_<insert weapon name based on its code classname here>and it will spawn you the weapon you want.
Side note:
- This plugin doesn't run any BuyMenu plugin as Nero0 just create only the weapons only. You can run BuyMenu script if you know how scripting works and you can also check how the guide to include them inside BuyMenu with weapons in that github installation guide that Nero stated.
- If you don't have any
default_plugins.txt, you can make your owndefault_plugins.txtby basically create a new one of your own.
i'll try it, thanks.
You can run BuyMenu script if you know how scripting works and you can also check how the guide to include them inside BuyMenu with weapons in that github installation guide that Nero stated.
or you can just use Ecco instead, if you don't know/want to learn how to make your BuyMenu script
why do they replace custom ammo instead of vanilla?
what do you mean?
iirc Nero code almost all CSO weapons here to use vanilla/sven default ammo instead of using custom one like Insurgency weapons, CoF weapons and CS16 weapons.
well, you can just replace these custom ammos with vanilla
yeah, you can do that as well. usually it has its own ammo type name. check on the void Register() function in each weapons script and you can see there's line something like:
g_ItemRegistry.RegisterWeapon( "<insert weapon classname here>", "<insert weapon's sprite file path>", "<insert primary ammo type here>", "<insert secondary ammo type here if exists>", "<insert primary ammo string (optional)>", "<insert secondary ammo string (optional)>" );
or something like that, you can change the primary ammo type of the gun.
List of Half-Life/Sven Co-op default hardcoded weapons ammo type:
medkit
9mm
buckshot
357
bolts
556
ARgrenades
rockets
uranium
Hand Grenade
Snarks
m40a1
Satchel Charge
Trip Mine
hornet
sporeclip
for example here (this is my version):
g_ItemRegistry.RegisterWeapon( "weapon_svdex", "custom_weapons/cso", "556", "ARgrenades", "ammo_556clip", "ammo_ARgrenades" );
code this using Nero's base code. I hope Nero come back to this project at some point.
so fucking want to learn how to code just for making more weapons (and more eastern swords oc)...
Fitsma on my server found a strange issue with the failnaught bow. When you charge it up it causes the client to have their ping go up to 500 because it attempts to render sprites for every enemy in the direction it is looking, even through walls. Then the weapon gets stuck in alt fire charge up mode and will not fire.
yeah i can replicate it
Since he is not posting here any longer, I will be sharing this cool thing myself
https://www.youtube.com/watch?v=4nB1UukPKb0
he left the discord afaik, he's now chilling in reddit
cmon man why
dunno, guess here's so much cunts
Nero needs to come back to discord, right now
shock rifle intensifies
fixed it somehow, probably will add Radius Damage later i think
damage done by a traceline currently, not sure if i should create Radius Damage for it as well
when i made the richard boderbot shock rifle i used an invisible explosion at the hit area for splash damage :P, might go with the idea of that gun too
deleted user π’ sven has lost an elite member
Why did he leave? Makes no sense
One would think leaving here is leaving the game
ok so its a beef with discord xd
Nero needs some help finding out how we can open this to make these sprites work with goldsrc. I think they are like a specific .spr file version for CSO that no tools that we have (or that i know of) can open. Any ideas?
is this it
i believe i got it
through some hex editing and noesis fuckery
kinda late to the party tho xd
couldn't open it as a .spr in any way, every traditional sprite related software just throws a tantrum
but i opened it in HxD, copied and pasted some stuff into a new file with the .dds extension
and there it is, i was able to open the .dds file with noesis
exporting as .spr, the problem persists, i can't open it with anything. but the image itself can be exported
sprites aren't my fortΓ© but at least a proper .spr could be made from the image, kinda painful if there's too many sprites that need to have this procedure done
Hey thats a bit complicated but if it works its an alternative
A guy is making a tool that can do this automatically π
unfortunately i wasn't able to open the file in a more simple way π
ahhh very nice, good
Doing this for hundreds of sprites is a nono i think xd
absolutely 
gimme a moment i'll write down the steps
do you have any other CSO sprite at hand? so i can verify this works with all spr from that game
nah fuck it i'll download the game and check, don't worry
welp the game's folders arent structured the same way as other goldsrc games so i don't know how to get the sprites lmao
here's what i did with this specific sprite
programs used:
HxD: https://mh-nexus.de/en/downloads.php?product=HxD20 (official page)
Noesis: https://richwhitehouse.com/index.php?content=inc_projects.php&filemirror=noesisv4474.zip (official page)
- open muzzleflash207.spr with HxD
- in the column "Decoded Text", select everything from the start of "DDS" to the end of the file and copy
- still in HxD, go to File -> New (or CTRL+N) to open a new tab
- paste what you copied previously, it should look like this
- File -> save as -> save it as muzzleflash207**.dds**
- open Noesis, go to File -> open file and open the previously saved .dds file and there it will show the image that's inside the thing
from there, right click the file -> export
you'll get this window where you can choose various formats
in this case, this was exported as png
Ok this is great man, massive bro
the program allows to export it as .spr but it still won't be able to be opened with traditional spr software
it's not a hard process but as we were saying before, if there are too many files that need to have this done, it can be painful
aye 
To get the files you need different softwares
Ill send this to nero thanks
The game files are in pak and nar files
You need any pak explorer. But the nar files need the nar tools
But. The bastards have yet another version of pak or something in the latest updates. So you need the leaked cso tool we shared. Cant find it now
Maybe we should upload the entire extracted files somewhere hehe
nero has received the guide, thanks
anytime Garompa 
a lot of weapons seem to crash my game due to stuff like models n sprite not being precached
yes that's a problem. I had that as well when packing a map. Try downloading the cso weapons from the github and replacing files
when maps are packed, resguy doesn't detect some of the files because nero used a lot of alias methods instead of direct links to the files
in short, instead of
PrecacheModel ("sprites/whatever.spr")
he used something like this:
SPRITE_WHATEVER = "sprites/whatever.spr"
PrecacheModel (SPRITE_WHATEVER)
and so resguy can't find the precache file. Even worse, he has done things like this:
SPRITE_WHATEVER = "sprites/" + WHATEVER + ".spr"
WHATEVER = whatever
It is a good practice, for coding, but bad for this current specific case of this game and its packing. Imagine now that you have a hundred guns with scripts like this. It would be a nightmare to create a .res file for it manually, so you use a tool. But that tool can't read this, i don't believe any tool would be able to or well, maybe the author could make a miracle. I'll point it out to him in case he is willing
It has to do with some of the weapon brass/clip eject using a default model that may be replaced by GMR and unprecached, like the w_9mmclip, laserbeam and shotgunshell are using default provided model. You can fix this by copying them as distinct file in another path and use that, so GMR won't be involved.
For example, this is AOM gmr settings that could crash multiple unmodified cso on shoot/reload.
i see!
are you sure? i dont remember gmr crashing the game.
- gmr precaches both models (original and replace)
- if model does not appear ingame nothing happens
- if a script precaches it, nothing happens
all I can think of is what i said above, that the script precaches the thing but the repacker does not detect aliases, so there may be maps that come with scripts that are missing files and you would never detect them
That is in singleplayer case, GMR doesn't precache both in server setup, it is why GMR last change do not allow replacing "sprites/error.spr", "models/error.mdl" and "models/player.mdl". It doesn't have anything to do with how string defined in the script itself.
There's a way to fix this GMR mess, either you have your own common files to use for your plugins only to avoid GMR stuff, or request a fix to the devs on how Plugin script execution should be prioritized last after Map script, this was noticeable when plugin from MapInit was called first then MapInit from map-scripts later. It is unusual behavior tho so far, only @tardy minnow has reported this finding before.
I still dont understand. So im guessing. So, you are saying that if the script uses a default clip model, and you have a gmr replacing it... but the map you play does not have the entity that uses that model so the precache is not made there but instead only made by the script so the gmr precache is ignored?, then the game crashes
This means you cant gmr any script precached model?
No its the reverse, while GMR has rules what models/sprites/sounds is unreplaceable (most of it we're sounds) some like lazerbeam.spr and w_9mmclip that used in brass/clip eject sequence Nero CSO uses will not be precached since the modelindex are replaced. To avoid this just duplicate it in different folder "models/cso/common/[default_provided_sprite/mdl]" to avoid GMR do stuff to what your weapon needed from vanilla files. I took care a server that uses nero weapons, and they have the most heaviest maplist that aggresively uses GMR because of classic concept of the server, so this is a headache when it happens.
I made a fix for this in metamod
They have the list of precaches there and doesnt try to check if valid, i had to hook some methods just to set error mdl/spr to everything that is missing
That would be nice, since I can only assume how it happen, I believe if the plugin and map script execution was reversed where map is first and plugin second, this GMR stuff won't happen since logically GMR parsing execution would happen at the same scope within Map execution priority.
Oh so this is a plugin issue
In servers
Sorry its just hard to read you
I was keeping an eye out in case this happens with cso map scripts, not the plugin version
Since i am replacing 9mmclip in one
Would adding them to a custom_precache entity also work?
I strongly believe map scripts had priority in before
@visual kettle btw are you from gamesaba? (cause of the saba thing)
What about doing this. Would this help?
{
"origin" "180 -4606 2680"
"classname" "custom_precache"
"netname" "anticrash_for_csoscript_1"
"model_1" "models/hornet.mdl"
"model_2" "models/w_medkit.mdl"
"model_3" "models/w_battery.mdl"
"model_4" "models/w_9mmclip.mdl"
"model_6" "models/w_357ammo.mdl"
"model_7" "models/w_357ammobox.mdl"
"model_5" "models/w_9mmarclip.mdl"
"model_8" "sprites/bigspit.spr"
"model_9" "sprites/blood.spr"
}
{
"origin" "180 -4584 2680"
"classname" "custom_precache"
"netname" "anticrash_for_csoscript_2"
"model_1" "sprites/tinyspit.spr"
"model_2" "sprites/mommspit.spr"
"model_4" "sprites/shockwave.spr"
"model_5" "sprites/laserbeam.spr"
"model_3" "sprites/mommspout.spr"
"model_6" "sprites/muz1.spr"
"model_7" "sprites/muz4.spr"
"model_8" "sprites/muz8.spr"
"model_9" "sprites/xspark4.spr"
}
How is it used anyways
If the weapon gets the model by using precache its a bad design
CModelFuncs i think it was? Has a Get by ID method, though ideally the id would be a variable set once
No thats a bit to overkill, the screenshot I send was just gmr example of AOM Classic, replacing 9mmclip and laserbeam that was used for clip eject and traceline effect in certain weapon (M95 Tiger, AUG EX GL, etc.), and doing that wouldn't help either as GMR would replace them as well. Here's a screenshot example of what nero CSO's weapon uses for certain sequences that often get replaced by bunch's of map's GMR that I duplicate as its own common files.
so we precache those and the models that are replaced with using gmr, in the custom precache. what about then?
