I'm not a programmer, but just saying, this could be a thing if someone wants to help complete it.4:02 PM - KoD: right, we had things going pretty good but there was tiny problems that were just out of our reach, and modifiable capabilities
4:03 PM - KoD: if we had a source mod to work with the maps it would be a do-able thing easy, but keep it .bsp only just requires too difficult of modification without valves intervention
4:04 PM - Professor Neelpos.j2: hm
4:04 PM - Professor Neelpos.j2: so if there was a serverside plugin it would function?
4:04 PM - KoD: such as the vehicle maintaining players control when player dies, stuff like that...
4:04 PM - KoD: yeah
4:04 PM - KoD: it would function no problem with a server side plugin
4:04 PM - Professor Neelpos.j2: so if someone were to write said plugin
4:04 PM - Professor Neelpos.j2: I could throw it on CS:JO
4:04 PM - Professor Neelpos.j2: and bing bang boom?
4:06 PM - KoD: yeah assuming there's no security flaws or loopholes or whatever, mem leaks etc...
4:06 PM - Professor Neelpos.j2: hm
[CS:GO] func_vehicle progress
- Neelpos
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Re: [CS:GO] func_vehicle progress
kingscrub wrote:HEY NEELPOS WHY DONT YOU SHOVE THAT RETARDED SMILEYFACE AVATAR UP YOUR ASS.
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Re: [CS:GO] func_vehicle progress
I have little Source engine experience, but if a plugin can create custom entities, then as long as you can override player movement handling (probably not) you can have vehicles.
Since it's C++ you can't just subclass the existing vehicle code, if it's even in CS:GO to begin with. In SC i added vehicle support by allowing scripts to override movement handling, but that probably isn't possible in CS:GO due to being a competitive game.
Since it's C++ you can't just subclass the existing vehicle code, if it's even in CS:GO to begin with. In SC i added vehicle support by allowing scripts to override movement handling, but that probably isn't possible in CS:GO due to being a competitive game.
Re: [CS:GO] func_vehicle progress
Someone released a CS:GO "Co-op" map that made top of the workshop page a while ago, and it has a fully functional car. The map is fun too.
- Neelpos
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Re: [CS:GO] func_vehicle progress
Somebody contact them and get the inside scoop.
Hoping to have internet either by the end of the week or early next week, I want func_vehicle for CS:JO dammit.
Hoping to have internet either by the end of the week or early next week, I want func_vehicle for CS:JO dammit.
kingscrub wrote:HEY NEELPOS WHY DONT YOU SHOVE THAT RETARDED SMILEYFACE AVATAR UP YOUR ASS.
Re: [CS:GO] func_vehicle progress
Care to elaborate? What map?Malone wrote:Someone released a CS:GO "Co-op" map that made top of the workshop page a while ago, and it has a fully functional car. The map is fun too.
Re: [CS:GO] func_vehicle progress
The map was called "coop mission: heist" or something like that. As for the vehicle, it was fully functional, and seemed to be made out of several parts, possibly func_physboxes. The steering wheel turned corresponding to the player's keyboard input and seemed to be very competently made. It was also complete with brakes and engine sounds.KoD wrote:Care to elaborate? What map?Malone wrote:Someone released a CS:GO "Co-op" map that made top of the workshop page a while ago, and it has a fully functional car. The map is fun too.
Searching coop/co:op on the CSGO workshop, it should come up.
When I have more time, I'm going to contact the creator and look into it more.... Or some fool can decomp it
Re: [CS:GO] func_vehicle progress
func_physbox cars have been a thing for a long time but they're tedious and not what we're looking for
9:18 PM - mrblip: im allowed to have my own opinions
9:19 PM - Dr. Doctorpus: no youre not
9:19 PM - Dr. Doctorpus: no youre not