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-sc-insurgency-weapons-project's Introduction

Author of some Sven Co-op weapon plugins out there.
Currently on the Sven Co-op Team (Artist, Scripter, Tester).
If you paid for anything related to my content, you have been scammed.

Sven Co-op Plugins

Plugin Name Repository Link Details
Insurgency Project Insurgency Weapons Project Weapons Plugin/Map Script that adds a lot of weapons that uses the Insurgency 2014 Skeleton (With permission from NWI) into Sven Co-op.
Cry of Fear Project Cry of Fear Weapons Project Weapons Plugin/Map Script that features weapons from Cry of Fear (Animated by Sporkeh with permission from himself) into Sven Co-op.
Counter-Strike 1.6 Project Counter-Strike 1.6 Weapons Project Weapons Plugin/Map Script that adds Counter-Strike 1.6 weapons into Sven Co-op.

-sc-insurgency-weapons-project's People

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-sc-insurgency-weapons-project's Issues

crashing

once i installed the mod sven now wont load up and says "couldnt find decals.wad in default game search path"

About Blue Shift and Opposing Force...

Had to bind P for the exec file, but whenever it's done, it doesn't fill the ammunition count. This happens while playing both BS and OF, same goes for some other sven maps. Is this normal? If not, how can I fix this?
Thanks. :)

Issue with the weapons.

The weapons works perfectly, however am having some trouble re-compiling them after I done some viewmodel origin edits .
You see I have this strange issue, somehow I am able to compile some weapons with no issues. But other weapons I encounter an error saying: Texture too large.
I used 3 different compilers but still the same error .
asdwefwefwefwef
ewfwefwefwef

at4 have draw_empty missing for 1.4

ERROR: Angelscript: g:/steamlibrary/steamapps/common/sven co-op/svencoop_addon/scripts/maps/ins2/explo/weapon_ins2at4.as (151, 65) : No matching symbol 'DRAW_EMPTY'

Can I ask question about importing Insurgency: Sandstorm animations?

Hello and sorry to bother you this way, I want to port animation from Ins: Sandstorm by myself using Gildor Umodel, some animations are imported correctly, Idle, Reload ones, but some like Draw, Holster, Shoot and switching to GL mode are imported this way: https://imgur.com/a/14VZ4qn

Interesting, how you ported these animations correctly? I asked Gildor himself, author of Umodel tool, he said that these are additive animations and right now they are unsupported, and he said what he for few months will be busy and unable to work on Umodel, since your pack have these animations, I decided ask how you dealt with them.

I have idea, load in 3d editor idle animation, and when load somehow on top of that animation one of these additive animations, but I don't know how to perform that in 3DS Max or Blender.

Linux Dedicated Server - Failed to add plugin 'Insurgency Mod'!

As stated in title, AngelScript plugin fails to load for an unknown reason on my Debian 9 VPS when added to "default_plugins.txt".

However, the weapons and menus work absolutely fine when added to a map .cfg file manually using:
map_script ins2/ins2_register

Other AngelScript plugins load without issue, but plugin 'Insurgency Mod' fails to compile. I have also tried running just "Insurgency Mod" with all other plugins removed, but the issue still persists.

It also seems to work properly on my local machine when running a listen server, although this may have something to do with me using the Proton/WINE version of Sven Co-op. I ran into these exact same issues with the CS1.6 weapons mod as well.

Any help would be greatly appreciated!


as_reloadplugins results:

as_reloadplugins
Angelscript: Reloading plugins
Angelscript: Removed 1 plugin(s)
Angelscript: Loading plugin lists
Angelscript: Loading plugin list 'default_plugins.txt'
Angelscript: Loading plugins from file 'default_plugins.txt'
Angelscript: Plugin list 'default_plugins.txt' - 3 plugin(s) listed
ERROR: Angelscript: Failed to add plugin 'Insurgency Mod'!
Angelscript: Included script 'StringUtils'
Angelscript: Included script '../../Cfg'
Angelscript: Beginning plugin 'PlayerManagement' compilation
Angelscript: Starting compilation: 3 scripts
Angelscript: Plugin script compilation succeeded
Angelscript: Registering hook: module 'PlayerManagement', hook 'ClientSay', function 'PlayerManagement::ClientSay'
PlayerManagement: config file scripts/plugins/admin/Config/PlayerManagement.cfg loaded
Angelscript: Adding console command 'plrmgr.admin_slap'
Angelscript: Adding console command 'plrmgr.admin_slay'
Angelscript: Adding console command 'plrmgr.admin_kick'
Angelscript: Adding console command 'plrmgr.admin_ban'
Angelscript: Adding console command 'plrmgr.admin_teleport'
Angelscript: Adding console command 'plrmgr.admin_teleportto'
Angelscript: Adding console command 'plrmgr.admin_sethealth'
Angelscript: Adding console command 'plrmgr.admin_setarmor'
Angelscript: Beginning plugin 'Speedometer' compilation
Angelscript: Starting compilation: 1 scripts
Angelscript: Plugin script compilation succeeded
Angelscript: Registering hook: module 'Speedometer', hook 'ClientSay', function '::ClientSay'
Angelscript: 3 plugin(s) total
Angelscript: 2 plugin(s) successfully compiled
Angelscript: 1 plugin(s) failed compilation

When attempting as_reloadplugin "Insurgency Mod"

as_reloadplugin 'Insurgency Mod'
Angelscript: as_reloadplugin usage:
"as_reloadplugin <plugin name>" to reload a plugin
as_reloadplugin "Insurgency Mod"
WARNING: Angelscript: No such plugin 'Insurgency Mod', cannot remove
WARNING: Angelscript: No such plugin 'Insurgency Mod', cannot reload
Reloading plugin list file to locate plugin data
Angelscript: Loading plugin lists
Angelscript: Loading plugin list 'default_plugins.txt'
Angelscript: Loading plugins from file 'default_plugins.txt'
ERROR: Angelscript: Failed to add plugin 'Insurgency Mod'!

Contents of the server's default_plugins.txt:

//========================================
//
//	This file lists all plugins that are loaded by the game
//	Plugins use Angelscript
//
//========================================
"plugins"
{
	"plugin"
	{
		"name"          "Insurgency Mod"
		"script"        "../maps/ins2/ins2_register"
		"concommandns"     "ins2"
	}
	
	"plugin"
	{
		"name" "PlayerManagement"
		"script" "admin/PlayerManagement"
		"concommandns" "plrmgr"
	}
	
	"plugin"
	{
		"name" "Speedometer"
		"script" "SpeedoMeter"
	}

//	"plugin"
//	{
//		"name" "EntityManager"
//		"script" "EntityManager"
//		"concommandns" "entmngr"
//	}
//
//	"plugin"
//	{
//		"name" "Teleport"
//		"script" "Teleport"
//	}
//
//	"plugin"
//	{
//		"name" "Vox"
//		"script" "Vox"
//	}

}

Feature request, save money between map / level changes.

If you could save the data for the current money for the players in the level change data.
So if you are playing Half Life campaign or any of these, on each level change you lose your money, but you can keep your weapons.
As such when playing the campaign, you are always reset to the base cash value you have set, if you haven't changed the default config it is 0.
Some maps are very short between the loadings and not optimized as the default Half Life campaign and this creates issues with accessing the nicer stuff before you get to an unmarked loading point.

HUD sprites show up as player arms

Sometimes after changing maps the weapon HUD icons show up as the player's arms and sometimes they're just blank. Any ideas on how to fix?

(AWESOME WORK BTW APPRECIATE IT)
image
image
image
image
image

[Feature Request] Save your Money even if the server closes.

I was thinking to have a new feature where if the server it's closed and then it's opened again, you will keep the money you were having before the server it's closed.
I have a Sven Co-op server but i use the Dedicated server program, i can't keep it opened all the time meaning that when i have to go to bed, i have to shut it down.
This could be also useful if a Sven Co-op server somehow crashes and you need to re-open it and you lost all of the money you saved.

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