[TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.7.4
3 Attachment(s)
Multiply A Weapon's Stats by 10: The Plugin It's in the name! All (ok, almost all) weapon stats multiplied by 10. Everything about that (un)balanced goodness that you can run on your own TF2 server. Requirements
For the updater bit: there will be times where Valve may change weapon attributes or add new ones. This is to ensure the server gets fast, timely updates to weapon attributes and any possible SourceMod plugin additions we have to complement the update. Highly recommended, but you can compile without the updater requirement if you so wish. Cvars tf2x10_version DO NOT TOUCH THIS EVER tf2x10_autoupdate (default: 1) Tells updater.smx to automatically update this plugin. 0 = off, 1 = on. tf2x10_crits_diamondback (default: 10) Number of crits after successful sap with Diamondback equipped. tf2x10_crits_fj (default: 10) Number of crits after Frontier kill or for buildings. Half this for assists. tf2x10_crits_manmelter (default: 10) Number of crits after Manmelter extinguishes player. tf2x10_enabled (default: 1) Toggle TF2x10. 0 = disable, 1 = enable tf2x10_gamedesc (default: 1) Toggle setting game description. 0 = disable, 1 = enable. tf2x10_headscaling (default: 1) Enable any decapitation weapon (eyelander etc) to grow their head as they gain heads. 0 = off, 1 = on. tf2x10_headscalingcap (float, default: 6.0) The number of heads before head scaling stops growing their head. 6.0 = 24 heads. tf2x10_healthcap (default: 2100) The max health a player can have. -1 to disable. tf2x10_includebots (default: 0) 1 allows bots (MvM or not) to receive TF2x10 weapons, 0 disables this. Admin Commands
Mods All TF2x10 weapon stats are placed in x10.default.txt in the configs folder. The TF2x10 weapon plugin also includes rudimentary tf2items-esque coded weapon mods that will allow you to load different weapon attributes than what will be loaded from the main default file. An example of this is x10.vshff2.txt, which is manually loaded on map change by a VSH/FF2 x10 server I run. Things in this file will cancel out things in the default. Note that in your x10.(whatever file name here).txt file, the first line should be what you named your file. See x10.vshff2.txt and how things are done if you want a good example. Please, NEVER touch x10.default.txt as that will be updated as Valve sends out weapon attribute changes, and it's so much easier to load a "mod" so you don't have to go through the hassle of modifying things. Changelog
Spoiler
Known Compatibility With Other Game Mods TF2x10's goal is for 100% compatibility with game mods. There may be one or two other game mods that will not ever work with x10, and that is fine. But things like Randomizer, Saxton Hale, Prop Hunt, etc. is what we're trying to be compatible with. Here's the full list:
Anymore that you want to post in this thread, feel free. Credits and Thanks Coders InvisGhost - original x10 plugin to complement the tf2items txt Isatis - overhaul, implementing TF2Attributes and pretty much 90% of what you see in the source Wliu - New maintainer after isatis left Dark Skript - bugfixing, additional support RavenShadow - additional support Weapon Attributists UltiMario - creating the mod and weapon attributes Mr. Blue - PR and weapon attributes Thanks FlaminSarge - for putting up with me and for some code examples I took (e.g. loading into trie) :p Downloads Releases Source or, if you prefer Bitbucket (and a stable source code revision)... Downloads (HAVEN'T BEEN UPDATED IN FOREVER, NOT RECOMMENDED) Source Place tf2x10.smx in the addons/sourcemod/plugins folder and x10.default.cfg in the addons/sourcemod/configs folder. In addition, download tf2items.randomizer.txt from the Randomizer page and place in addons/sourcemod/gamedata. Launch, and go! If you are having any issues with the plugin itself, please post in this thread instead of contacting anyone on the x10 team individually so we can better help you. Thanks! |
Re: [TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.4.4
Please consider uploading a local (even if it becomes outdated) copy of the project to AlliedModders (attach in this thread) so we can avoid the whole "github page is missing" fiasco again in the future.
(Just a suggestion - you can ignore it if you want. I've seen a few instances where plugins went dead because the external site was taken down.) |
Re: [TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.4.4
Yeah, I definitely will. I just wanted to get the new thread out first :P.
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Re: [TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.4.5
@Potato Uno Done!
In addition, 1.4.5 nerfs the Quickiebomb Launcher...again. |
tf2x10
Hi, I want to make a server with tf2x10 but I can't get it to work. Can you please help me? add me on http://steamcommunity.com/id/PissJar69
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Re: tf2x10
Quote:
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Re: tf2x10
The plugin itself just doesn't load, although I've installed everything I need for it & put everything in the correct places, add me on steam please.. is easier to fix
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Re: [TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.4.5
That doesn't help us at all. Type:
sm plugins load tf2x10 on your server console or via rcon and tell us what error message is being printed. And fixing it on the forums is far more ideal, because if someone else comes across the same problem like you did and we manage to solve it, they can just read our solution as opposed to asking the same question again. |
Re: [TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.4.5
Quote:
[SM] Plugin encountered error 25: Call was aborted [SM] Native "SetFailState" reported: Failed to set up EquipWearable sdkcall. Get a new gamedata/tf2items.randomizer.txt from [TF2Items] GiveWeapon. [SM] Displaying call stack trace for plugin "tf2x10.smx": [SM] [0] line 211, tf2x10.sp::PrepSDKCalls() [SM] [1] line 139, tf2x10.sp::OnPluginStart() [SM] Loaded plugin tf2x10.smx successfully. Commands for the plugin etc still won't work, though. |
Re: [TF2] TF2x10 - Multiply a Weapon's Stats by 10 v1.4.5
Fixed it, thanks for the help anyways
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