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Can you add pets module? #1

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Cruze03 opened this issue Nov 2, 2017 · 25 comments
Closed

Can you add pets module? #1

Cruze03 opened this issue Nov 2, 2017 · 25 comments

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@Cruze03
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Cruze03 commented Nov 2, 2017

As the title says, can you add pets module?
Thank you so much for this =)

@Kxnrl
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Kxnrl commented Nov 2, 2017

sure

@Cruze03
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Cruze03 commented Nov 3, 2017

would be cool if you add !hidepets with clientsprefs aswell 💯

@Kxnrl
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Kxnrl commented Nov 3, 2017

i am rewriting store config framework in dev branch, when it done, i will start this work.

@Cruze03
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Cruze03 commented Nov 3, 2017

Okay! Thank you so much ❤

If possible config should be like this :
"idle" "idle animation" //already there in zeph
""run" "run animation" //already there in zeph
"death" "death animation" //when player dies in anyway (when left blank, pet just disappears when player dies)

would be cool 😁

@Cruze03
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Cruze03 commented Nov 3, 2017

store.smx (Store - The Resurrection [Redux]): Could not find required plugin "csgogamers"

@Kxnrl
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Kxnrl commented Nov 3, 2017

remove all CG_* function and remove '#include <cg_core>'

@Cruze03
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Cruze03 commented Nov 3, 2017

damn, that would remove most of the features..

@Kxnrl
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Kxnrl commented Nov 3, 2017

or, u can try this plugin https://github.com/Kxnrl/Core

@Cruze03
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Cruze03 commented Nov 3, 2017

Thanks but,

L 11/03/2017 - 17:25:12: [SM] Exception reported: Invalid key value handle 0 (error 4)
L 11/03/2017 - 17:25:12: [SM] Blaming: shop\core.smx
L 11/03/2017 - 17:25:12: [SM] Call stack trace:
L 11/03/2017 - 17:25:12: [SM] [0] KeyValues.ExportToFile
L 11/03/2017 - 17:25:12: [SM] [1] Line 23, core/cache.sp::Cache_OnGlobalTimer
L 11/03/2017 - 17:25:12: [SM] [2] Line 142, core.sp::Timer_GlobalTimer

this keeps spamming. no sqlite support?

@Kxnrl
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Kxnrl commented Nov 5, 2017

i will using new function instead of core.

Kxnrl added a commit that referenced this issue Nov 5, 2017
animation: idle, run, death.
Kxnrl added a commit that referenced this issue Nov 5, 2017
clientprefs supported.
require sdkhooks.ext.
@Cruze03
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Cruze03 commented Nov 6, 2017

KvString(kv, "death", g_ePets[g_iPets][death], 32);

add something like this please if you can because dota2 couriers have death animation too..

@Kxnrl
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Kxnrl commented Nov 6, 2017

idk about dota2 ,sry. can u give me a list?

@Cruze03
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Cruze03 commented Nov 6, 2017

all dota 2 pets have death animations

@Cruze03
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Cruze03 commented Nov 6, 2017

what I want is, when player (who has pet) dies in anyway (suicide, someone killed him), pet's death animation plays then dissapear rather than just dissapear..

Would be really cool! ❤

@Kxnrl
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Kxnrl commented Nov 6, 2017

so when animation finishes playing, then kill pet?

@Cruze03
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Cruze03 commented Nov 6, 2017

Yes, pet will dissapear after that animation.

@Kxnrl
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Kxnrl commented Nov 6, 2017

well, u can try latest dev branch. download

@Cruze03
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Cruze03 commented Nov 6, 2017

You still didn't add "death" in KvGetString. If you don't add that, how will plugin know the animation code for the model?(not tested just saying by seeing code)
This is example of default pet code :
"Chicken"
{
"model" "models/chicken/chicken.mdl"
"position" "50.0 0.0 0.0"
"angles" "0.0 0.0 0.0"
"idle" "idle01"
"run" "run01"
"price" "100"
"type" "pet"
}
"Idle01" is the animation code for its idle animation and "run01" is the animation code for its run animation.

Like this, I suggested "death" to enter animation code for its death animation. Rest of the code seem fine!

Hope you understand this time.

@Kxnrl
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Kxnrl commented Nov 6, 2017

fixed.

@Cruze03
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Cruze03 commented Nov 6, 2017

you didn't upload it in dev branch I think

@Kxnrl
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Kxnrl commented Nov 6, 2017

some reasons, ci build failed. fixed 1 min ago.

@Cruze03
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Cruze03 commented Nov 6, 2017

this time code seem okay 😁 Thank you. I'll test it tomorrow!

@Cruze03
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Cruze03 commented Nov 7, 2017

@Kxnrl
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Kxnrl commented Nov 7, 2017

update ur include/* from sourcemod
or remove line

#pragma newdecls required

@Kxnrl
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Kxnrl commented Nov 7, 2017

store requires sm >= 1.8

@Kxnrl Kxnrl closed this as completed Dec 3, 2017
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