Every want to make your own Half-Life Mod but never could find all of the right tools, or tutorials or even the models and prefabs you wanted to make it? Now you can in this small (about 350 mb or more) kit. This kit has every thing you need to make a simple or advance mod. The newest version contains modeling tools, reskining tools, texture making tools, map making tools, and much more. Also it updates every once in a while with new programs, models, tutorials, etc that I find around. The next version is even going to have custom dlls (engines) that you can use if your not a good coder, these will feature some new weapons, monsters, pickups etc. If you want to make a Half-Life mod you should really try this. If you do like it please review it and leave a comment, it is appreciated. It is very important to note though that I did not make most of this stuff, I mainly made the tutorials and coded the new dll, all the other stuff is made by truly remarkable people and they deserve the credit. Check out halflifemoddingkit.weebly.com for update news and more. NEW: I am slowly uploading the tutorials to halflifemoddingkit.weebly.com they are in a better format here and the code is color coded

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Small Server Side Stuff

Server Side Coding Tutorial

1. SERVER SIDE RECOIL FUNCTION:

1. Open weapons.h and find the declaration of the CBasePlayerWeapon class.

2. Add

void V_PunchAngles( int x = 0, int y = 0, int z = 0, int minus = 1 );

below

BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry );

3. Now go to weapons.cpp and paste this code anywhere ( not inside another function obviously )

void CBasePlayerWeapon::V_PunchAngles( int x, int y, int z, int minus )
{
	if ( minus )
	{
		m_pPlayer->pev->punchangle.x -= x;
		m_pPlayer->pev->punchangle.y -= y;
		m_pPlayer->pev->punchangle.z -= z;
	}
	else
	{
		m_pPlayer->pev->punchangle.x = x;
		m_pPlayer->pev->punchangle.y = y;
		m_pPlayer->pev->punchangle.z = z;
	}

}

NOTE: If you set int minus to 1( default ), it means the recoil will add up. For example: if you set int x to 1, it will keep going up until you stop firing or the ammo runs out.

However, if you set int minus to 0, it will go up and stay in a fixed position.

If you dont understand, try it yourself.

4. Now go to mp5.cpp.

5. In the PrimaryAttack function, below m_iClip--, add this

///////////////////////////////
//
//		RECOIL START
//
///////////////////////////////
	switch ( m_iClip )
	{
	case 30:
		V_PunchAngles( 1 );
		break;
	case 29:
		V_PunchAngles( 1 );
		break;
	case 28:
		V_PunchAngles( 1 );
		break;
	case 27:
		V_PunchAngles( 1 );
		break;
	case 26:
		V_PunchAngles( 1 );
		break;
	case 25:
		V_PunchAngles( 0, 2 );
		break;
	case 24:
		V_PunchAngles( 0, 2 );
		break;
	case 23:
		V_PunchAngles( 0, 2 );
		break;
	case 22:
		V_PunchAngles( 0, 2 );
		break;
	case 21:
		V_PunchAngles( 0, -2 );
		break;
	case 20:
		V_PunchAngles( 0, -2 );
		break;
	case 19:
		V_PunchAngles( 0, -2 );
		break;
	case 18:
		V_PunchAngles( 0, -2 );
		break;
	case 17:
		V_PunchAngles( 0, 0 );
		break;
	case 16:
		V_PunchAngles( 1 );
		break;
	case 15:
		V_PunchAngles( 1 );
		break;
	case 14:
		V_PunchAngles( 1 );
		break;
	case 13:
		V_PunchAngles( 1 );
		break;
	case 12:
		V_PunchAngles( 1 );
		break;
	case 11:
		V_PunchAngles( 1 );
		break;
	case 10:
		V_PunchAngles( 0, -2 );
		break;
	case 9:
		V_PunchAngles( 0, -3 );
		break;
	case 8:
		V_PunchAngles( 0, -2 );
		break;
	case 7:
		V_PunchAngles( 0, -3 );
		break;
	case 6:
		V_PunchAngles( 0, 1 );
		break;
	case 5:
		V_PunchAngles( 0, 1 );
		break;
	case 4:
		V_PunchAngles( 0, 1 );
		break;
	case 3:
		V_PunchAngles( 1, 0 );
		break;
	case 2:
		V_PunchAngles( 1 );
		break;
	case 1:
		V_PunchAngles( 1 );
		break;
	case 0:
		V_PunchAngles( 0 );
		break;
	}
///////////////////////////////
//
//		RECOIL END
//
///////////////////////////////

Note : int x is vertical and int y is horizontal. You will also have to change the value of MP5_MAX_CLIP and MP5_DEFAULT_GIVE to 30.

6. When compiling from client side you will get an error. To fix this, go to hl_baseentity.cpp and at the bottom add

void CBasePlayerWeapon::V_PunchAngles( int x, int y, int z, int minus ) {}

It is done! If you have any problems, ask me in the comments.



2. Weapon Knockback

1. Open mp5.cpp and find the PrimaryAttack function.

2. Under m_iClip--, add

	if (m_pPlayer->pev->flags & FL_ONGROUND)
	{
		m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward*( 100  );
	}

Note: 100 is the power of the knockback.

Done! Pretty short huh. If you have any problems, ask me in the comments.


CS Style USP : Client Side

CS Style USP : Client Side

Client Side Coding Tutorial

CS Style USP : Client Side

CS Style USP : Server Side ( Repost )

CS Style USP : Server Side ( Repost )

Server Side Coding Tutorial

Accidentaly deleted the previous tutorial. I have reposted it with a few tweaks

Wider Spread with Movement

Wider Spread with Movement

Server Side Coding Tutorial

Well.. its has been a long time since I have posted a tutorial. Hope it helps!

IRON SIGHT EXTRA: CREATE YOUR OWN IRON SIGHT

IRON SIGHT EXTRA: CREATE YOUR OWN IRON SIGHT

Weapons Modelling Tutorial 5 comments

Read the summary of Server Side Coding. PLACEHOLDER

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Comments  (0 - 10 of 86)
Wieshaq
Wieshaq

Thanks for it, useful

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amm0nition
amm0nition

Still alive?

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GroovyReject
GroovyReject

Does it go over fog in this? My mod can really use it. I have no idea what to do first, my PC can't handle the Visual Studio installer, so can I just use something like Notepad++, or does it half to be Visual Studio...

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badsniper365 Creator
badsniper365

Just a heads up this kit is not dead I just don't have a lot of time to create the new content, I am going to try to get some code together and put out a small update soon

Reply Good karma+6 votes
BlueNightHawk
BlueNightHawk

Looking forward to it.

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GonzamarKK
GonzamarKK

i cannot do better than ****** modding, this kit is powerful

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GonzamarKK
GonzamarKK

it's cool!

thanks i'm making a ****** mod

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Aryaryan
Aryaryan

I want to know how to make custom monster plz

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Guest
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cd5ssmffan
cd5ssmffan

I may be missing something but how do you compile the mod properly?

filecopy contains this:

p4 edit %~f2
copy %1 %~f2

this doesn't actually do anything

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Great Idea for helping the kids!

Jun 4 2016 by G.P.A

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