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

Theray070696 07-30-2016 14:46

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

Originally Posted by KaidemonLP (Post 2440482)
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.

Wait! I think I see the issue! Make "no backstab" all lowercase. Looks like Orion might not be ignoring casing for attribute names.

Quote:

Originally Posted by YoNer (Post 2440407)
<snip>

Added to OP.

Chdata 07-31-2016 04:25

Re: [TF2] Custom Weapons 3 (Beta 1)
 
1 Attachment(s)
Here is a fixed version of cw3-attributes.

The .inc now properly marks natives as optional.

Added native FireOnWeaponRemoved to allow other plugins to clear custom cw3 attributes if needed.

Also includes a fix to theray's fix to AddAttribute which was missing the "while active" parameter.

Theray070696 07-31-2016 17:37

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

Originally Posted by Chdata (Post 2440985)
Here is a fixed version of cw3-attributes.

The .inc now properly marks natives as optional.

Added native FireOnWeaponRemoved to allow other plugins to clear custom cw3 attributes if needed.

Also includes a fix to theray's fix to AddAttribute which was missing the "while active" parameter.

I'll merge this into the official build tonight, the attribute resetting was implemented before you pushed this (I think. on mobile)

alexde5 08-02-2016 10:39

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Is there a way to limit weapons to Admins, VIP's, mods, ect?
Because that would be useful.

Theray070696 08-02-2016 10:41

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

Originally Posted by alexde5 (Post 2441681)
Is there a way to limit weapons to Admins, VIP's, mods, ect?
Because that would be useful.

Yes, use the "flag" or "flags" key in a weapons config, and type the flag(s) of the player(s) that are allowed to use the weapon in there

KaidemonLP 08-05-2016 09:54

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

Originally Posted by Theray070696 (Post 2440865)
Wait! I think I see the issue! Make "no backstab" all lowercase. Looks like Orion might not be ignoring casing for attribute names.



Added to OP.

Thank you. Works now. Im sory for taking your time.

KaidemonLP 08-06-2016 09:04

Re: [TF2] Custom Weapons 3 (Beta 1)
 
I searched the internet to try to find a attribute mod that allows to give disguise as victiom on kill but i just coudnt find it and i am only in the beginner stage of programing so my question is if anyone knows someone who made a attribute like that. I dotn mean disguise on backstab i realy mean on kill because i want to make a revolver that when you kill someone you teleport to their place and disguise as them.

+ Is it possible to make a bullet heal a player/building

alexde5 08-14-2016 19:55

Re: [TF2] Custom Weapons 3 (Beta 1)
 
When using the sm_cw3_onlyteam command, it doesn't seem to work right on either players or bots. at first I can't equip the weapon I want because I'm on RED and BLU can equip custom weapons. Except if I respawn or touch a resupply locker, I can get the weapon.

TheOnly8Z 09-07-2016 08:30

Re: [TF2] Custom Weapons 3 (Beta 1)
 
How do I use the "custom projectile model" attribute?

TheOnly8Z 09-08-2016 01:39

Re: [TF2] Custom Weapons 3 (Beta 1)
 
Disregard my other comment.

I would still like to ask about the error that was previously mentioned as per ZwipZwap Zapony.
Quote:

L 07/21/2016 - 17:55:06: [SM] Exception reported: Array index is out of bounds
L 07/21/2016 - 17:55:06: [SM] Blaming: cw3\attributes\rays-attributes.smx()
Doesn't seem to affect anything, but is it solvable?


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