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Author Topic: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!  (Read 21062 times)

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Offline sirmasters

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #15 on: December 09, 2012, 11:45:50 PM »
Guys, I'm thinking about implamenting a basic custom weapons system, should I follow smod's format or my own?
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Offline BIZ

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #16 on: December 10, 2012, 03:41:57 AM »
hmm well, what do you have in mind? Make it easy to understand, thats my advice. Many people are going to be familiar with the SMOD system, but that doesn't mean they can't learn new stuff.

Offline sirmasters

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #17 on: December 10, 2012, 04:39:06 AM »
hmm well, what do you have in mind? Make it easy to understand, thats my advice. Many people are going to be familiar with the SMOD system, but that doesn't mean they can't learn new stuff.

I might have it so that it splits into a Primary and Secondary Fire format, so you can have grenade launchers on primary and machine gun on secondary, or the other way around, or have it like single barrel and double barrel setup.

IE:
Code: [Select]
"WeaponSpec"
{
"PrimaryFire"
{
"Bullet" {
"AmmoType" "Buckshot"
"Damage" "5"
"ShotCount" "3"
}
}
"SecondaryFire"
{
"Bullet" {
"AmmoType" "pistol"
"Damage" "14"
"ShotCount" "1"
}
}
}
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Offline Counter-Life™

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #18 on: December 10, 2012, 01:55:56 PM »
Wow, thats good stuff here.

Offline Xamp

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #19 on: December 10, 2012, 04:37:00 PM »
Hey, if you have some extra time on your hands i have an ideas for a nice features:

Crossbow bolt recovery.
If you miss and your bolt hits a wall, and you walk close enough to pick up the bolt as you would do with ammo, you get 1 bolt and the one in the wall dissapears.

That would, of course, be useless if you aren't planing on using the crossbow in your mod, but still, its a good idea, isn't it?

Still, i don't know if thats possible, so if it isn't, would be nice if someone would tell me.


On wall duty again

Offline sirmasters

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #20 on: December 10, 2012, 10:32:10 PM »
Hey, if you have some extra time on your hands i have an ideas for a nice features:

Crossbow bolt recovery.
If you miss and your bolt hits a wall, and you walk close enough to pick up the bolt as you would do with ammo, you get 1 bolt and the one in the wall dissapears.

That would, of course, be useless if you aren't planing on using the crossbow in your mod, but still, its a good idea, isn't it?

Still, i don't know if thats possible, so if it isn't, would be nice if someone would tell me.

Based on this

Code: [Select]

CEffectData data;

data.m_vOrigin = tr.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = 0;

DispatchEffect( "BoltImpact", data );

I could make it so it spawns a custom ammo entity at tr.endpos with the angle from vForward, So it's completely possible, but I'm planning to have two different foldiers of the codes, one for my Mod and then the SMOD Recreation Mod, to prevent anything left over that you don't want.
._. I love coffee.

Offline BIZ

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #21 on: December 11, 2012, 12:52:58 AM »
Well as long as we are putting in requests I've got a few off hand.


V_MODEL REPOSITION WHILE SPRINTING

SMOd had a cvar that would lower the weapon while sprinting, I would like to see a set of variables in the weapon script (similar to 'ironsight' or 'adjust') to reposition the v_model while sprinting. Here is a video of the same request we made to the_author back in 2008

https://www.youtube.com/watch?v=MAYZzkXMLWE


IRONSIGHT ANIMATION EVENTS

I would like to see animation events programmed in for entering ironsights, Firing while in ironsights, and exiting ironsights.


CUSTOM_COMBINE_SOLDIERS

Not sure if you ever played SMOD2, but it looked like the_author was working on customizable  NPCs. I woulld like to see that return.

More info - http://bsnooch.com/forums/index.php?topic=116.0



 8)



Offline F-3

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #22 on: December 12, 2012, 11:58:11 PM »
How feasible would it be to make ballistics work properly? Currently we can make the projectiles, but we can't make them reliably do anything when they hit something.

Regarding custom weapons, would it be possible to provide for separate viewmodel animations for chambered and un-chambered reloads?

Offline Pepsifan04

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #23 on: December 13, 2012, 11:50:53 AM »
Quote
Regarding custom weapons, would it be possible to provide for separate viewmodel animations for chambered and un-chambered reloads?
It's already in, I belive

Quote
V_MODEL REPOSITION WHILE SPRINTING

SMOd had a cvar that would lower the weapon while sprinting, I would like to see a set of variables in the weapon script (similar to 'ironsight' or 'adjust') to reposition the v_model while sprinting. Here is a video of the same request we made to the_author back in 2008
why not just use existing Viewmodel activities and just make actual use of it. (still needs to be coded in, because SMOD does not use them)
 
Code: [Select]
( ACT_VM_SPRINT_ENTER );
( ACT_VM_SPRINT_IDLE );
( ACT_VM_SPRINT_LEAVE );
DROP DATABASE bsnooch

Offline sirmasters

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #24 on: December 13, 2012, 02:16:10 PM »
Quote
Regarding custom weapons, would it be possible to provide for separate viewmodel animations for chambered and un-chambered reloads?
It's already in, I belive

Quote
V_MODEL REPOSITION WHILE SPRINTING

SMOd had a cvar that would lower the weapon while sprinting, I would like to see a set of variables in the weapon script (similar to 'ironsight' or 'adjust') to reposition the v_model while sprinting. Here is a video of the same request we made to the_author back in 2008
why not just use existing Viewmodel activities and just make actual use of it. (still needs to be coded in, because SMOD does not use them)
 
Code: [Select]
( ACT_VM_SPRINT_ENTER );
( ACT_VM_SPRINT_IDLE );
( ACT_VM_SPRINT_LEAVE );

I can have both included, supplying that you set "SprintLower" to 1.

The keyvalues can be so

Code: [Select]
RunWepAngle {
      "right"      "-4.5"
      "up"      "2.0"
      "forward"   "0"
 //     "fov"       "-30" //Not needed unless for epic running
      "pitch"       "1"
      "yaw"      "2"
      "roll"      "3"
}
//Somewhere in weapon data
Activities {
  "RunEnter" "ACT_VM_SPRINT_ENTER"
  "RunIdle" "ACT_VM_SPRINT_IDLE"
  "RunExit" "ACT_VM_SPRINT_EXIT"
  //Other stuff, blah blah
}

EDIT:
For the chambered and unchambered reloads, it's simple enough to check to see if reloading with a empty gun and then play the proper animation.
._. I love coffee.

Offline Counter-Life™

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #25 on: December 13, 2012, 03:04:01 PM »
Quote
Regarding custom weapons, would it be possible to provide for separate viewmodel animations for chambered and un-chambered reloads?
It's already in, I belive

Quote
V_MODEL REPOSITION WHILE SPRINTING

SMOd had a cvar that would lower the weapon while sprinting, I would like to see a set of variables in the weapon script (similar to 'ironsight' or 'adjust') to reposition the v_model while sprinting. Here is a video of the same request we made to the_author back in 2008
why not just use existing Viewmodel activities and just make actual use of it. (still needs to be coded in, because SMOD does not use them)
 
Code: [Select]
( ACT_VM_SPRINT_ENTER );
( ACT_VM_SPRINT_IDLE );
( ACT_VM_SPRINT_LEAVE );

I can have both included, supplying that you set "SprintLower" to 1.

The keyvalues can be so

Code: [Select]
RunWepAngle {
      "right"      "-4.5"
      "up"      "2.0"
      "forward"   "0"
 //     "fov"       "-30" //Not needed unless for epic running
      "pitch"       "1"
      "yaw"      "2"
      "roll"      "3"
}
//Somewhere in weapon data
Activities {
  "RunEnter" "ACT_VM_SPRINT_ENTER"
  "RunIdle" "ACT_VM_SPRINT_IDLE"
  "RunExit" "ACT_VM_SPRINT_EXIT"
  //Other stuff, blah blah
}

EDIT:
For the chambered and unchambered reloads, it's simple enough to check to see if reloading with a empty gun and then play the proper animation.

Dude, thats amazing! Its cool that u keep showing progress! This mod is on a good way to a new, improved "SMOD"! :D

Offline Xamp

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #26 on: December 13, 2012, 03:25:39 PM »
Dude, thats amazing! Its cool that u keep showing progress! This mod is on a good way to a new, improved "SMOD"! :D

Yeah man, i'm waiting like a kid for his christmas present.


On wall duty again

Offline alvaol62

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #27 on: December 13, 2012, 07:36:00 PM »
Gonna make a request here... In HL2 Beta, the environment is illuminated when a weapon is shot. It would be awesome to see this for both NPCs and the player  :D

Offline FreeKill

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #28 on: December 13, 2012, 07:39:40 PM »
So, it there a name for your version of the engine yet?

Offline sirmasters

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Re: (For some odd reason) I'm remaking SMOD stuff for Source SDK (2007) HL2!
« Reply #29 on: December 13, 2012, 09:11:51 PM »
So, it there a name for your version of the engine yet?

Right now, it's best that I focus on the coding and then the name later.
._. I love coffee.

 

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