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ZooL

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  1. Like
    ZooL got a reaction from Mamorex in Classic Offensive   
    They're both planned for CO's release, they only need a second pass.
  2. Like
    ZooL got a reaction from CuervoSp in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  3. Like
    ZooL got a reaction from Lefty in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  4. Like
    ZooL got a reaction from Freaky_Banana in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  5. Like
    ZooL got a reaction from Rump3L in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  6. Like
    ZooL got a reaction from Serialmapper in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  7. Awesome
    ZooL got a reaction from untor in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  8. Like
    ZooL got a reaction from Interfearance in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  9. Like
    ZooL got a reaction from Radix in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  10. Like
  11. Awesome
    ZooL got a reaction from Byron in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  12. Like
    ZooL got a reaction from FMPONE in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  13. Like
    ZooL got a reaction from esspho in [CS:GO] LadderBar - The Hacky model solution for ladders.   
    LadderBar
    This is a pack I've created to replace ladders causing issues related to bullets getting stopped/reduced damage, but also Grenades and other kinds of physic objects bouncing off them.

     
    Features:
    Model based ladder "bars" which exploit on how climbing works. Comes with easy to use Instances and an example showcasing them. Has 32/64/128 variants. Two solutions: Dynamic: enables collisions while close to the ladder segment Static: always has collisions on. Has two possible modes:  One way: Players can only climb from the facing side of the ladder + its left and right sides. Two way: Players can climb from anywhere. No VScripts, this is purely entity based, prop_dynamic and trigger_multiple. How does it works?
    When climbing (same rules as when being on the ground).. if an object is smaller than a unit, you'll be able to move on it.
    I've made a blank model with the collisionmodel so thin that the game doesn't register for bullet impacts, yet does for collisions.
    It is possible to apply the Ladder surfaceprop to models, therefore make climbable models.
    Models are way easier to handle when it comes to enabling/disabling collisions, making those two weird quirks perfect for this.
    Advantages:
    Dropped Weapons and Grenades will pass through while using the Dynamic solution if no one is standing where you threw. They'll clip on Static but it is less likely than with standard ladders. Bullets WONT GET BLOCKED AT ALL. Disadvantages (kind of):
    Harder to use than just drawing a block with the ladder texture on. 2 entities per instance for the static solution, 3 for the dynamic solution. You'll need to pack the models you've used. Not as reliable if you try to do something weird with them... Just don't go weird and use the instances. Only works with the standard ladder width. Tips:
    Be sure to disable collisions on your ladder models.. else it destroys the purpose of this. Don't use the Dynamic solution if you don't really need to as they are expensive in prop and entity count.. Only use it for problematic ladders!  
    Enjoy!
    ladderbar.zip
  14. Like
    ZooL got a reaction from a Chunk in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  15. Awesome
    ZooL got a reaction from Ringel in [CS:GO] Custom Playermodel Script, Easy replacements.   
    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: 
    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!
  16. Awesome
    ZooL got a reaction from mtchromatic in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  17. Like
    ZooL got a reaction from Mr.Yeah! in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  18. Awesome
    ZooL got a reaction from Ringel in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  19. Like
    ZooL got a reaction from Lefty in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  20. Like
    ZooL got a reaction from JimWood in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  21. Like
    ZooL got a reaction from Freaky_Banana in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  22. Awesome
    ZooL got a reaction from esspho in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  23. Like
    ZooL got a reaction from SirK in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  24. Awesome
    ZooL got a reaction from Squad in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
  25. Like
    ZooL got a reaction from Vaya in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps   
    I've made a script to easily swap playermodels through the list of all the current models available in the game.
    Simply add bots, exec the cfg and you're all set!
     

     
                        Features:
    You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton.  Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts.                     Issues: 
    The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.  
                        Installation and usage:
    Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list  
    If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
                                                                                     >> DOWNLOAD <<
     
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