Nice plugin, but can you make there is 2 or more draw animation? Like butterfly knife, there is 2 draw animation at .smd file, but it only perform 1 draw animation, the first one... can you make it 2??? Thanks
I'm pretty sure I did everything right, but it still says unknown command. I tried a different plugin, and it worked. But, I hate it since some animations are not complete and some doesn't even have inspect animations. Also, that plugin is called only "Inspect", it's a plugin by "By Cha". All I have to right in the plugins ini is inspect amxx (with a dot in between). But like I said, it's pretty shit. Please fix this...
v5.1.1 This has been one of the hardest plugins to make. It might even be a toss up between this and CSWS. The embarrassing part is, it's just an Inspect Plugin, it's not like it changes gameplay or anything. I'd call it a vanity plugin, something you get to show off some game cosmetic.
Version 5. That means it went thru at least 4 system changes. This latest one being based on next attack and next primary attack, instead of the ICT I kept rambling about back then. The difference between the two? I really don't know exactly. They register different times. All I'm sure is they're more reliable in telling me when inspect should be allowed than the ICT.
For what it's worth, I am glad some people seem to like this thing, and have waited it to be fixed and re-released after all this time.
Cheers! Here's to hoping I never lay a hand on this plugin's codes for a very long time...
v2.2 I never actually thought making a proper inspect plugin would be this much trouble. From the start, the problem has always been keeping the inspect from interrupting other animations, like the reload or draw.
In version 1, the plugin detects if you are reloading or recently had deployed your weapon and turns off inspect during these times. But that left the shooting animation and attaching/detaching silencers.
Version 2 saw a change in system. This time it detects which animation is being played and if it isn't the idle or inspect animation itself, then inspect is disabled. This was fine until I discovered some of the weapons idle call time. (Gahdamn you, Valve!)
Idle call time (ICT) is the time it takes for a weapon to call its idle animation after each other animation. Like for example the AK47's shooting anim has an ICT of 1 sec. while it's reload has 2.5 sec. As it turns out, some of them have really long call times. The knife's stab has like 8 seconds ICT and all of the Deagle's animations probably don't even call idle, they just interrupt one another. I ended up putting specific codes for these 2.
Then there was the problem of scoping in which I just dealt with by disabling inspect while zoomed-in.
Anyway, that's about it. A small plugin with a big problem. Let me know in the comments below if there are any bugs...