[TF2] Custom Weapons 3 (Beta 2)
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Wanting new weapons in TF2? Valve not doing it? Take matters into your own hands with Custom Weapons 3! Based on the Custom Weapons 2 plugin by MasterOfTheXP, Custom Weapons 3 has a brand new menu system and the ability for servers to make shields and wearables!
Unlike Custom Weapons 2, however, Custom Weapons 3 uses a module-based system. "What is that supposed to mean?" Well, what that means is that if you want to contribute to Custom Weapons 3, a lot of the plugin is exposed via forwards in the .inc file. It also means that if a server owner finds a module that causes lag, it can be removed or replaced by a more optimized module. "How do I know what to insta..." Shhhh... I was about to get to that. In the attachments of this post, you will see something called "CW3 Starter Kit.zip". If you're setting up a server, the starter kit has everything you need to get it going, just copy the plugins folder into your servers sourcemod/plugins folder. There are a few modules in the scripting folder, but the default modules do mostly the same job. cw2legacy is only to be used if you have issues getting your CW2 server working with the split CW2 modules. COMMANDS AND CVARS
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WHAT EACH OFFICIAL MODULE DOES
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WEAPON CONFIG PARAMETER LIST/HOW TO MAKE A WEAPON CONFIG
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EXAMPLE WEAPON CONFIG
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Q&A
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SIMPLE INSTALLATION First things first, make sure your server has tf2items and tf2attributes installed. You will also need tf2items.randomizer.txt from this post. (currently outdated! use the attachment in this post!)
MANUAL INSTALLATION First things first, make sure your server has tf2items installed. For either of the attribute modules, make sure you also have tf2attributes installed. You will also need tf2items.randomizer.txt from this post. (currently outdated! use the attachment in this post!)
ABOUT INVISIBLE WEAPONS If weapon models are invisible to other people on your server, that is not a bug. Valve disabled visible weapons a few years ago. DO NOT POST A FIX HERE! IT IS BANNED ON ALLIEDMODS! (FREE) DLC You need weapons and modules to use CW3, so why not grab some of these?
HOTFIXES
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CHANGELOG
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KNOWN BUGS
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Looking for a server? Come check out Custom TF2 Weapons, the officially supported Custom Weapons 3 server! VIDEOS
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Re: [TF2] Custom Weapons 3 (Beta 1)
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How to Make a Custom TF2 Weapon Guide
https://www.youtube.com/watch?v=rl8OjrruHMI Plus, I have some of the current versions of the custom weapons we use on our severs. |
Re: [TF2] Custom Weapons 3 (Beta 1)
Also reserved
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//* == [ ORION'S ATTRIBUTES ] == *\\ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ UPDATED : 07/18/2016 : Version : 1.04/1.04/1.04 Sourcemod Version needed : 1.8
¥ Requests :
¥ A non-explained list of 159 attributes :
¥ Changelog :
¥ Known Bugs :
¥ Source Code :
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Re: [TF2] Custom Weapons 3 (Beta 1)
"insert a block into your"
just give a [spoiler]'d [code] for an example weapon config, it's much easier than trying to get the average layman to come to the same conclusion that they're using keyvalue config syntax in a very specific way. I would've kept the convar names the same, that way nobody really needs to update their configs ;p quick, remind people you've already been running CW3 for a while now lolo!! PHP Code:
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Re: [TF2] Custom Weapons 3 (Beta 1)
I know the guy above doesn't take requests but someone just make an attribute that makes a hitscan have a very small aoe with no falloff from the explosion itself.
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Will there be a tutorial of how to use the attributes and what attributes exist.
Is there a atribute that can make a backstab does no damage(that is applied to the knife). |
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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. |
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aaah! all the rewrite work
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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.
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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 ? |
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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:
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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. |
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EDIT: had more important matters I had to deal with. EDIT 2: Updated OP with all parameters for weapon configs! |
Re: [TF2] Custom Weapons 3 (Beta 1)
Hmmm maybe I can now finish my custom gamemode that used Custom Weapons 2.
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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.) |
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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. |
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------------------------------------------------ --------------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 hitChangelog 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 |
Re: [TF2] Custom Weapons 3 (Beta 1)
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"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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Re: [TF2] Custom Weapons 3 (Beta 1)
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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. |
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Is there a way to limit weapons to Admins, VIP's, mods, ect?
Because that would be useful. |
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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 |
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.
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Re: [TF2] Custom Weapons 3 (Beta 1)
How do I use the "custom projectile model" attribute?
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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:
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For some reason, every time I try to equip a custom weapon, my dedicated server crashes. Can anyone help me out?
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It was because i had name instead of "name" so it crashed |
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Edit: I think I fixed it, well, slightly atleast. But the only thing that's correct when I equip a weapon is the logname, everything else doesn't work. And the server also crashes when walking into a resupply cabinet.¸ Edit: Okay, I fixed it by installing the newest version of TF2items, seems like I forgot about updating it. |
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Can someone explain how I can use custom viewmodels/worldmodels? I can't figure it out and I've been trying to get it to work for quite some time.
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Re: [TF2] Custom Weapons 3 (Beta 1)
The newest update seems to have broken the plugin, or maybe that's just an error with me. Even though i have 30+ custom weapons in my config folder, only a few of them show up. Certain classes like the Heavy and Pyro don't seem to have any weapons at all.
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"viewmodel" { "modelname" "" } "worldmodel" { "modelname" "" } Be sure it it not inside "attributes". Then Find the name of the model you want to use. I personaly use this site https://steamcommunity.com/sharedfil.../?id=395367659 Then open GCFscape or other vpk file openers and search for the model. Right click the mdl file and click on propeties. Copy the directory example: root\models\weapons\c_models\c_pickaxe\c_pick axe.mdl (its better to use c_ models) then remove the root\ and change all the \ to / paste it into the "" after modelname of both viewmodel and worldmodel. Shoud look similar to this "Test" { "classes" { "soldier" "1" } "baseclass" "shotgun" "baseindex" "441" "nobots" "1" "quality" "6" "logname" "test" "description" "test" "viewmodel" { "modelname" "models/weapons/c_models/c_xms_cold_shoulder/c_xms_cold_shoulder.mdl" } "worldmodel" { "modelname" "models/weapons/c_models/c_xms_cold_shoulder/c_xms_cold_shoulder.mdl" } "attributes" { } } This makes a soldier shotgun with the spycicle model. You cant change the animations so use the base index from a weapon that uses the animations you want. For that i use this:https://wiki.alliedmods.net/Team_for...nition_indexes Hope this helped you |
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I have a problem. Sometimes on random occations when i start a server it crashes sometimes and sometimes it doesnt with out me doing anything. I dont know why.
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