[TF2] Custom Weapons X
⚠️ This is currently a preview. While I consider the core of it usable, there's still some additional QoL things that need work. ⚠️
Description: New weapons in TF2? Want to BYOHU (Bring Your Own Heavy Update)? Introducing Custom Weapons X, because this plugin has ascended past the concept of numbers and 23 of the 26 letters in the English alphabet. It's lightyears ahead to the point where it's not backwards compatible with just about anything from Custom Weapons 2 or Custom Weapons 3. I figured a total overhaul of the design was due, after gaining a ton of experience working with existing Custom Weapons iterations and with how the game itself operates. In exchange for having to start over, it provides support for dropped weapons and not blowing up your buildings because the game wants you to have your own weapon and not the plugin's. While yes, CW3 attributes aren't compatible with this plugin, it does support the Custom Attributes framework in addition to the game's native attributes, so there's a number of attributes available for item designers to play with, and developers can of course create new ones. If you'd like things ported from one of the old CW* formats, I am also open for paid inquiries. Send me a forum PM if you're interested. Usage: For people that play the video games:
Installation: Installation instructions are provided in the project repository. The plugin currently has no "stable" build, but rolling releases are available. While I do try and test to avoid builds that are completely unstable, some bugs may occasionally slip through the cracks; please report any you come across if they can be reproduced in the latest release. Releases / Source |
Re: [TF2] Custom Weapons X (preview)
This is really interesting and resolves a lot of issues with previous versions...especially dropping all your weapons when you touch a resupply...I hated that.
Any plans for taking the plugin in the direction of SQL based weapon storage, events for addition/removal, and a custom weapons MOTD? |
Re: [TF2] Custom Weapons X (preview)
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Letting other plugins update loadouts is an idea in the design process; probably won't be working on a web frontend for it myself. There are no plans for weapon addition / removal events, if that's what you're asking (attribute-related events are outside of scope). Still working on the API design, but I think most things can be handled without it. |
Re: [TF2] Custom Weapons X (preview)
"There are no plans for weapon addition / removal events, if that's what you're asking (attribute-related events are outside of scope). Still working on the API design, but I think most things can be handled without it. "
In attribute development it's a common need to know when a weapon is equipped to perhaps do a particular action (maybe add a condition, grant health, etc). At this time there's no real good way of doing this |
Re: [TF2] Custom Weapons X (preview)
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A native function for other plugins to identify a specific custom item from an entity is something I do intend to add in the future (likely by embedding the weapon ID through one of the supported attribute systems). |
Re: [TF2] Custom Weapons X (preview)
Loving this plugin already. Feels much more efficient and lightweight than CW3, and a lot less subtly buggy. I'm assuming all the stuff CW3 could do like custom log names and sound replacements will be added in due time. Can't wait to see where this goes. I'll keep you posted on GitHub if I find any issues.
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Re: [TF2] Custom Weapons X (preview)
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CW2 probably won't happen since they don't support removal of attributes. Anyways, progress is going. If you'd like to see some specific functionality within the project, please do file issues. |
Re: [TF2] Custom Weapons X (preview)
I've been toying with this plugin a bit and have noticed a recurring error- Wearable items are duplicating their effects-- epically after respawn or on hitting supply lockers., so a +25hp turns into +50. Inspecting another player with the item will always show the intended "+25" though.
what makes their even weirder, is they always happen on certain players and not others. Either way, this has consistently happened on wearable, but not weapons. I'll put one of the wearable's code here so you can take a peek and see if I'm making a mistake, before ya consider bug-hunting. maybe you can point out something I'm doing wrong Code:
//Sniper SMG Pack |
Re: [TF2] Custom Weapons X (preview)
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It's actually covered under this issue, which was deemed a wontfix at the time. There's an improvement to item persistence that I've been meaning to test so that weapons not intended for the class aren't discarded on resupply; it might also work to apply wearables in slots they are normally not suitable for. I've gone ahead and pushed those changes; download the newest build and let me know how it goes. |
Re: [TF2] Custom Weapons X (preview)
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