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-   -   [TF2] Custom Weapons 3 (Beta 2) (https://forums.alliedmods.net/showthread.php?t=285258)

MaSerkzn 07-19-2016 06:14

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Time to rewrite all my configs... xd
Is there will be any chance to override sniper rifle's, minigun's and engie's buildings sounds in future ?

Mr.Orion 07-19-2016 09:01

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Quote:

Originally Posted by SpectraGalaxy (Post 2437691)
I'm having a bit of trouble with Orion's attributes. It says the attributes failed to load because Native DataPack.DataPack was not found.

My attributes are for SM 1.8.

ZwipZwap Zapony 07-21-2016 12:19

Re: [TF2] Custom Weapons 3 (Beta 1)
 
So today when making some Custom Weapons 2 weapons, looking up attribute plug-in posts for documentation on said attribute plug-ins led me to find this, through forum signatures on said attribute plug-in posts for CW2.
Naturally, I quit my server, updated SourceMod to the latest stable version, uninstalled CW2 and related attribute plug-ins, downloaded and installed this instead, and wanting to go with the future, I disabled the CW2 modules, enabled the CW3 modules, rewrote my weapon configurations to work on the CW3 modules, and now I get some errors in the server console whenever a weapon is equipped (which includes just going to the re-supply cabinet).

These are the errors I get, once every time a weapon is equipped:
Spoiler
No, I don't have any weapon configurations referencing that plug-in nor its attributes. The active modules are "cw3-attributes" and "cw3model-application", and the active attribute plug-ins are "tf2attributes", "aw2attrib", "basic-attributes", and "rays-attributes", of which "tf2attributes" is in sourcemod/plugins, and the latter three are in sourcemod/plugins/cw3/attributes.

If the errors are related to me not having the CW2 modules active, that should really be looked into. If not, it should still be looked into, of course.
(Edit: I forgot to test if these errors also show up when equipping weapons without equipping any custom weapons.)



Besides those errors in the server console, everything seems to work perfectly fine. There's only one thing I could wish for... Fresh, new documentation. Mostly on the attribute plug-ins included in the opening post's attachment, but also on weapon configurations. The only time "nobots" is even mentioned is in the example weapon configurations. Who knows what other stuff is there noone knows about, because it's just not documented anywhere outside the plug-in code itself?

But again, besides that, everything works perfectly, just like with the original CW2. I really appreciate people taking their time to develop plug-ins like CW2, and other people taking their time to make said plug-ins even better.

Theray070696 07-22-2016 15:49

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Quote:

Originally Posted by ZwipZwap Zapony (Post 2438426)
So today when making some Custom Weapons 2 weapons, looking up attribute plug-in posts for documentation on said attribute plug-ins led me to find this, through forum signatures on said attribute plug-in posts for CW2.
Naturally, I quit my server, updated SourceMod to the latest stable version, uninstalled CW2 and related attribute plug-ins, downloaded and installed this instead, and wanting to go with the future, I disabled the CW2 modules, enabled the CW3 modules, rewrote my weapon configurations to work on the CW3 modules, and now I get some errors in the server console whenever a weapon is equipped (which includes just going to the re-supply cabinet).

These are the errors I get, once every time a weapon is equipped:
Spoiler
No, I don't have any weapon configurations referencing that plug-in nor its attributes. The active modules are "cw3-attributes" and "cw3model-application", and the active attribute plug-ins are "tf2attributes", "aw2attrib", "basic-attributes", and "rays-attributes", of which "tf2attributes" is in sourcemod/plugins, and the latter three are in sourcemod/plugins/cw3/attributes.

If the errors are related to me not having the CW2 modules active, that should really be looked into. If not, it should still be looked into, of course.
(Edit: I forgot to test if these errors also show up when equipping weapons without equipping any custom weapons.)



Besides those errors in the server console, everything seems to work perfectly fine. There's only one thing I could wish for... Fresh, new documentation. Mostly on the attribute plug-ins included in the opening post's attachment, but also on weapon configurations. The only time "nobots" is even mentioned is in the example weapon configurations. Who knows what other stuff is there noone knows about, because it's just not documented anywhere outside the plug-in code itself?

But again, besides that, everything works perfectly, just like with the original CW2. I really appreciate people taking their time to develop plug-ins like CW2, and other people taking their time to make said plug-ins even better.

I'll edit the OP when I get home from work tonight. Won't do it from mobile as chrome dev doesn't like modifying text fields (backspace only works once when typing a word, have to retype it after that)

EDIT: had more important matters I had to deal with.
EDIT 2: Updated OP with all parameters for weapon configs!

Mitchell 07-22-2016 16:42

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Hmmm maybe I can now finish my custom gamemode that used Custom Weapons 2.

Potato Uno 07-23-2016 23:32

Re: [TF2] Custom Weapons 3 (Beta 1)
 
You could just do that on your own steam group (far less hassle) but that's just my opinion.

(Mostly copying the fact that STT stuff is mostly hosted on their steam group only.)

KaidemonLP 07-26-2016 05:38

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Quote:

Originally Posted by Mr.Orion (Post 2437474)
Not be rough or anything, but you should learn to read. :bee:

From my moreaw2.smx : No Backstab ; It disables backstab and you can set your own damage dealt, like 40 for example, which is the base knife damage.

I saw the No Backstab attribute but i was confuzed by the attributes.ods
I tried the No Backstab but i just cant get it to work.
"Laughing psychopath"
{
"classes"
{
"spy" "2"
}
"baseclass" "knife"
"baseindex" "4"
"nobots" "1"
"quality" "6"
"logname" "psycopath"
"description" "Laught all the way"

"attributes"
{
"crit does no damage"
{
"plugin" "tf2attributes"
"value" "1"
}
"crit forces victim to laugh"
{
"plugin" "tf2attributes"
"value" "1"
}
"No Backstab"
{
"plugin" "moreaw2"
"value" "40"
}

}
}
I dont know what is wrong. The moreaw2.smx is in the plugins folder.

Theray070696 07-26-2016 06:36

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Quote:

Originally Posted by KaidemonLP (Post 2439691)
I saw the No Backstab attribute but i was confuzed by the attributes.ods
I tried the No Backstab but i just cant get it to work.
"Laughing psychopath"
{
"classes"
{
"spy" "2"
}
"baseclass" "knife"
"baseindex" "4"
"nobots" "1"
"quality" "6"
"logname" "psycopath"
"description" "Laught all the way"

"attributes"
{
"crit does no damage"
{
"plugin" "tf2attributes"
"value" "1"
}
"crit forces victim to laugh"
{
"plugin" "tf2attributes"
"value" "1"
}
"No Backstab"
{
"plugin" "moreaw2"
"value" "40"
}

}
}
I dont know what is wrong. The moreaw2.smx is in the plugins folder.

Change "attributes" to "cw3_attributes".

YoNer 07-28-2016 20:49

Re: [TF2] Custom Weapons 3 (Beta 1)
 
2 Attachment(s)
------------------------------------------------
--------------YoNer's Attributes-----------
------------------------------------------------

Version : 2.1


Overview

Currently this plugin only adds the below attribute.

"trigger command" "command"
Upon hitting a player (any team) the selected command (512 chars max) will be executed on the server the plugin will also parse the command and replace all instances of "{target}" with the player that was hit
Example:

'sm_slay {target}'

If player "TommyGunn" is hit 'sm_slay {target}' will be executed as 'sm_slay "TommyGunn"' on the server
Changelog

2.1 7/28/2016
Ported for Custom Weapons 3

1.1 7/15/2016
Updated to use ClientUserId instead of the clients name for security (Thanks nosoop!)

1.0 7/12/2016
First release




A little history

When I found Orion's Attributes for this plugin, which included the "Kick-Ban on Hit-Kill" attribute. I went ahead and made an actual Ban Hammer for TF2, by applying that to the Necro Smasher, which proved a great deal of fun.

However, I had to deactivate Orion's Attributes due to some issues with it's implementation of Hud Texts conflicting with other plugins I frequently use on my server (basically, having Orion's activated, even when not applied to any weapons, would cause Hud Text prints to not be visible most of the times. If anyone has a clue on how to fix, please tell me)

So, I still wanted to be able to Ban Hammer people into submission, without plugins conflicts (I could load custom-attributes or orion's on a case by case basis, I know) but that got me thinking if there was any plugins that allowed you to bind commands to a weapon, that's when I found Trigger Commands plugin by Chase.

Now this and old plugin that required DukeHacks and was never updated, so I couldn't get it to work (In my life I coded mostly in Basic and that was back in highscool). Also, the plugin wasn't exactly what I was looking for since it tied a preconfigured list of commands to some weapon events, I wanted to be able to make weapons on the go via commands and make them available only to a specific player, like Custom Weapon lets you.

So finally I decided to dust whatever amount of programing skills I had and decided to see if I was able to adapt both Orion's attributes and Trigger Commands. In the end I started basing my work on the basic-attributes plugin code included by MasterOfTheXP in the first post. They where clearly commented and were a great help to start tinkering and figuring out what changed I needed to do in order to add an extra attribute to that plugin to see if my concept worked. I took the code that parsed the command and actually executs it from Trigger Commands

After many attempts I was finally able to get it working and so I decided to release the attribute as a separate plugin to keep it tidy and be able to more easily add others I may want to add in the future. I removed all other attributes in the original code and kinda kept the structure (I removed most of the comments since I only used one type of event hook at the moment and in context most of them would not have made much sense otherwise, also I can always go back to the source code should I need to add other hooks or need to refresh my memory on what does what)

Anyway... Give me any suggestions, corrections or ideas you may have, I'm open to include them if I am able to code them and they are not two complex :-P


Thanks

MasterOfTheXP for his Custom Weapons and Attributes plugins
Mr. Orion for his Attributes plugin
Chase for his Trigger Commands plugin

KaidemonLP 07-29-2016 04:32

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Quote:

Originally Posted by Theray070696 (Post 2439699)
Change "attributes" to "cw3_attributes".

I changed it and it still doesnt work. It looks like this now
"Laughing psychopath"
{
"classes"
{
"spy" "2"
}
"baseclass" "knife"
"baseindex" "4"
"nobots" "1"
"quality" "6"
"logname" "psycopath"
"description" "Laught all the way"

"cw3_attributes"
{
"crit does no damage"
{
"plugin" "tf2attributes"
"value" "1"
}
"crit forces victim to laugh"
{
"plugin" "tf2attributes"
"value" "1"
}
"No Backstab"
{
"plugin" "moreaw2"
"value" "40"
}

}
}
And sorry for wasting your time.


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