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[CS:GO] Custom Playermodel Script, Easy replacements.

  • ZooL
  • June 8, 2019 at 9:40 PM
  • ZooL
    • June 8, 2019 at 9:40 PM
    • #1

    Here's a script I've made that allows you to replace kv playermodels in your map with custom ones you've made without getting error boxes in Panorama!


    Features:

    • Easily configurable
    • Runs on map spawn then refreshes every 2s by default
    • The script precache the models for you
    • As every script, "mp_restartgame 1" will refresh it

    Issues:

    • A non existing model may crash the game
    • The Panorama team selection screen wont use the right models... this can't be fixed since Panorama loads before the map and isn't serversided.

                                                                >> DOWNLOAD <<


    Place playermodelreplacer.nut inside scripts/vscripts/ it then needs to be packed in your map when you release it


    What you need to do in order to get perfectly working playermodels:


    Custom playermodels MUST use a valid prefix in order to receive the voicelines and gloves [+ sleeves] from their original model they're based on. You can't have custom arm models, they're now hardcoded inside client.dll along with skin colors

    For instance: If you want to use the FBI voicelines and Arms you'll name your playermodel like so: ctm_fbimodelname.mdl

    If you want a... Leet based model you'll name it like this: tm_leetmodelname.mdl


    Examples: tm_leet_jap.mdl ctm_sas_kidotaiD.mdl ctm_swat_spetsnazA.mdl


    Here's a complete list of the available prefixes including what they use:

    Spoiler

    PREFIX                                                         FEATURES                                                                                                                                                             DARK SKIN PREFIX

    • ctm_fbi Blue sleeves, black hardknuckle gloves, American accent ctm_fbi_variantc, doesn't work
    • ctm_gign Blue sleeves, blue hardknuckle gloves, French accent
    • ctm_gsg9 Light blue sleeves, blue hardknuckle gloves, German accent
    • ctm_heavy               BIG sleeves, black hardknuckle gloves, no voice
    • ctm_idf Green sleeves, green hardknuckle gloves, Arabic accent
    • ctm_sas Blue sleeves, blue hardknuckle gloves, British accent
    • ctm_st6 Green camo sleeves, green hardknuckle gloves, American accent
    • ctm_swat Grey sleeves, black hardknuckle gloves, American accent ctm_swat_variantb, works
    • tm_anarchist No sleeves, Full sleeves (considered as gloves), American accent
    • tm_balkan Brown Leather, Fullfinger gloves, Turkish accent
    • tm_jumpsuit Black jumpsuit sleeves, Fingerless gloves, no voice tm_jumpsuit_varianta
    • tm_leet_variant No sleeves, Fingerless gloves, Arabic accent tm_leet_varianta, works
    • tm_phoenix No sleeves, Fullfinger gloves, Russian accent tm_phoenix_variantb
    • tm_pirate Watch (considered as sleeve), Barehands, African accent
    • tm_professional White sleeves, Fullfinger gloves, American accent tm_professional_var4
    • tm_separatist Blue sleeves, Fullfinger gloves, Spanish accent

    Models can only have a limited number of characters before the game can't load them, be sure to keep your suffixes short, specially for the long ones.


    Setup:

    Set your KV corresponding to what playermodel your custom playermodel is based on,

    it must match else the sleeves or gloves wont be loaded.

    ct_arms and t_arms are obsolete since the glove update if you're wondering why they're not here.

    Open playermodelreplacer.nut and edit the following as you wish:

    • set (c)tm_replace to 1 if you want to disable replacements for the team, 0 if not.
    • refresh_delay is the time in seconds between each refresh to check if a player spawned with the model from the KV in order to replace it
    • tm_old and ctm_old are the spots where you put your models used in the KV file
    • tm_new and ctm_new are the ones where you put your custom models.
    • (c)tm_new must have the same number of lines as (c)tm_old

    In this example with the KV and this configuration, only the first ctm_fbi will be replaced with ctm_sas_variant_test


    PRO TIP:

    If you want to remove the sleeves from CTs, use a different CT prefix with the same gloves as your original model.

    For instance: put "ctm_fbi" in the KV and in ctm_old<-

    make your model use ctm_sas_variant as a prefix and put it in ctm_new<- as usual. Since the game wont precache the right sleeves, they'll be invisible but since they use the same gloves, they'll be precached correctly!


    Go wild, Enhance the theme of your maps!

    You can now reload the game to update the KV (kv files are loaded on game start with the gamemodes.txt) and enjoy your playermodels!

    Enjoy!

  • fewseb
    • June 9, 2019 at 12:02 AM
    • #2
    Quote from ZooL

    2 hours ago, ZooL said: ctm_idf_variant Green sleeves, green hardknuckle gloves, Arabic accent

    The IDF have an Israeli accent on account of them being from Israel


    Quote from ZooL

    2 hours ago, ZooL said: tm_jumpsuit_variant Black jumpsuit sleeves, Fingerless gloves, Arabic accent

    The jumpsuit player models dont appear have voice lines, at least not ones that function in game

  • fewseb
    • June 10, 2019 at 4:23 AM
    • #3
    Quote from ZooL

    On 6/8/2019 at 3:40 PM, ZooL said: ctm_sas_variant Blue sleeves, blue hardknuckle gloves, French accent

    Also the SAS use the black hardknuckle and have Scottish accents

  • Vaya
    • June 10, 2019 at 8:47 AM
    • #4

    no that's 100% a french accent

  • Vaya
    • June 10, 2019 at 9:04 AM
    • #5

    Thanks zool very useful

  • fewseb
    • June 12, 2019 at 12:22 AM
    • #6

    Man I see zool fixed the SAS accent but still has the IDF accent as Arabic, also, again, the SAS use Black Hardknuckle gloves not blue

    PLS fix thx

  • neptune
    • June 12, 2019 at 10:49 AM
    • #7
    Quote from ZooL

    On 6/8/2019 at 11:40 PM, ZooL said: tm_balkan Brown Leather, Fullfinger gloves, Turkish accent

    The Balkan use Slavic accent (probably Serbian or Chechen). Not Turkish

  • Quotingmc
    • June 12, 2019 at 10:58 AM
    • #8

    Never knew Mapcore had so many linguistic experts!

    Thank you for the tool ZooL, can confirm it works well and can be set up by a noob to scripts like myself.

  • ZooL
    • June 14, 2019 at 1:37 PM
    • #9
    Quote from fewseb

    On 6/12/2019 at 1:22 AM, fewseb said: Man I see zool fixed the SAS accent but still has the IDF accent as Arabic, also, again, the SAS use Black Hardknuckle gloves not blue

    PLS fix thx

    Don't you have anything better to do? this is pointless...

  • fewseb
    • June 14, 2019 at 7:05 PM
    • #10
    Quote from ZooL

    5 hours ago, ZooL said: Don't you have anything better to do?

    no not really

  • Kenneth Kjærby
    • December 2, 2019 at 3:10 AM
    • #11

    I have one problem with this, I can get it to work just fine however packing the model I'm using isn't working for anyone else nor is it working if I rename the path to the model (to test it for myself without hhaving the model it's using) - How do I pack a custom model into my map so other people can see it?


    Cheers


    Nvm I got it to work I think, somehow my vscript file wasn't packed properly lol.

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