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Xiazee avatar Xiazee commented on June 12, 2024

I can also add that the current models being used are the old models. The new ones are found under player/custom_player/legacy/. And there is no perfect naming convention, with _variantA either being the first, second(after the one without a suffix), or skipped.

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NosferatuJoe avatar NosferatuJoe commented on June 12, 2024

I'm currently using this code and this does seem to work on my server at the moment. It's a temporary fix if someone needs it, this will get rid of the "no arms" issue. What Xiazee proposes would be ideal, especially for the disguiser skill.

Replace the old code with this in wcs/core/helpers/esc/commands.py:

elif GAME_NAME == 'csgo':
    _models[2].extend(
        [
            'tm_leet_varianta',
            'tm_leet_variantb',
            'tm_leet_variantc',
            'tm_leet_variantd',
            'tm_phoenix_varianta',
            'tm_phoenix_variantb',
            'tm_phoenix_variantc',
            'tm_phoenix_variantd'
        ]
    )
    _models[3].extend(
        [
            'custom_player/legacy/ctm_idf',
            'custom_player/legacy/ctm_idf_variantb',
            'custom_player/legacy/ctm_idf_variantc',
            'custom_player/legacy/ctm_idf_variantd',
            'custom_player/legacy/ctm_idf_variante',
            'custom_player/legacy/ctm_idf_variantf'
        ]
    )

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ThaPwned avatar ThaPwned commented on June 12, 2024

The best solution would be to gather all the models in the map's .kv file on map start, as you mentioned Xiazee. Going to have to dig a bit to see if I can come up with a solution. If you already have such a solution, do feel free to do a PR on it, and I'll have a looksy.

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