locked
cs weapons ? RRS feed

  • Question

  • Hi friends...

    Is there any way to create new weapons for counterstrike 1.6. I have seen ppl creating maps. But is it possible to create new weapons or modify existing ones?

    If anyone knows how to do it, please share/....
    Tuesday, October 2, 2007 7:11 AM

All replies

  •  

    Maybe this will work try it

    I havent tell me if it does.......

    STEP 1) "TURN OFF SMART EDIT"

    Start by creating (or selecting) your weapon of choice ENTITY, (assuming you already know how to do this)

    Next Bring up your 'OBJECT PROPERTIES' (by selecting your entity and right clicking your entity in/on GRID VIEW and select 'Properties' or simply select your entity and press ALT+ENTER.

    First thing, click the "SMART EDIT" Box ( See Reference Screenshot A)

    -this well then bring us OUT of SMART EDIT, here we can ADD/DELETE new KeyValues for our entity(s)

    STEP 2) "ADD NEW KEY/VALUE"

    Click the "ADD" button below, to add a new Key and Value to the current entity.

    STEP 3) "INPUTTING AMMO KEY & CLIP AMOUNT"

    In the section box for "KEY " we are going to type in "ammo" (without quotations)

    In For the section box "VALUE" we are going to put in the "X" number of EXTRA bullets you want to be included in that weapon. (again, without quotations)

    (in example, If we were to add a VALUE of 60 the the M4A1, then in game, the gun would be picked up with the included first clip, plus the "X" number "60" bullets. So there would be room for one more full clip)

    After we input the "KEY" AMMO and the "VALUE" X BULLETS, we need to click OK.

    STEP 4) "Verifying correct KEY/VALUE"

    After clicking OK, we should be brought back to the main OBJECT PROPERTIES of our current entity. Notice we are still NOT in SMART EDIT mode. As we can see our newly added KEY of AMMO and VALUE of EXTRA BULLET #. lets just check to make sure our key & value here are correctly inputed for our new values.

    STEP 5) "SMART EDIT "ON"

    Lets turn SMART EDIT back on by clicking the SMART EDIT button.


    Notice now while SMART EDIT is ON, we DO NOT see our latest ammo and bullet # key/value listed here. That is because those key values are not currently included in the .FGD file for standard Source SDK.

    Do not worry though, because they will stay there. If you need to edit the number of bullets, just turn OFF SMART EDIT again and u have access to the value on the right of your ammo key. No need to add another new keyvalue.

    LAST WE NEED TO CLICK THE "APPLY" BUTTON ON OUR OBJECT PROPERTIES WINDOW, BELOW.

    *** NOTE, IF YOU DON'T CLICK APPLY, THEN NOTHING WILL BE SAVED AND YOU WILL HAVE TO REDO KEY / VALUES***

    WE ARE NOW PRACTICALLY FINISHED!!! AND OUR WEAPON NOW HAS WORKING PERFECT AMMO IN IT, READY FOR COMPILING o_O!?


    LAST STEP 6) "CHECK MAP FOR ERRORS"

     

    Wednesday, October 3, 2007 7:02 AM