[TF2] Building Hats
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TF2 Building Hats http://i.imgur.com/d01mgYa.png What is it? Whenever you build a sentry it will get a hat and the hat will remain through upgrades Commands: sm_bhats_reloadconfig : Reload buildinghats.cfg [Default acces: ROOT] sm_buildinghats : Would you like your buildables without or with hats? [Default acces: Everyone] sm_rerollhat : Rerolls the hats of your current active buildings [Default acces: Everyone] sm_buildinghateffect : Allows you to choose the unusual effect of your buildings hats [Default acces: ROOT] Cvars: sm_bhats_version Plugin Version sm_bhats_enabled (default: 1.0) Enable/disable plugin sm_bhats_unusualchance (default: 0.1) Chance of unusual effect (0.1 = 10% chance) sm_bhats_rollcooldown (default: 30 seconds) Hat reroll cooldown Overrides: sm_buildinghats_access : Is user allowed to receive hats on their buildings? [Default acces: Everyone] sm_buildinghats_unusuals : Is user allowed to receive unusuals on their buildings hats? [Default acces: Everyone] The config: The config must include 4 things. - The modelpath of the model you want your sentry to wear - The offset (z offset) this offset the hat up/down and is pretty tedious to get just right - The modelscale of the hat (1.0 is normal size) - The animation. (use default to use default animation) like this: PHP Code:
Oh, and the config goes to sourcemod/configs/ Chaneglog: 1.0 - Initial Release 1.1: - Added sm_buildinghats cmd to toggle whether you want hats on your buildings on/off - Added sm_buildinghats_access override 1.2 - Fixed an error model appearing sometimes 1.3 - Fixed an error model appearing sometimes (For realz this time!) 1.4 - Fixed an error model appearing sometimes (Peli confirmed worst bugfixer of the year) 1.5 - Fixed sm_bhats_reloadconfig not emptying the array. 1.6: - Added Animation support - Added Ability to restrict unusual effects (Untested) - Fixed when a player that does not have access to this plugin builds a building and a player with access to this plugin repairs it or upgrades it, the building gains a hat. - Fixed buildings having a chance to gain an unusual every upgrade. (Untested) 1.7 - Fixed buildings losing their unusual effect after upgrade. 1.8: - Added more Unusual effects - Added sm_rerollhat command, it has a use cooldown that can be controlled with sm_bhats_rollcooldown - Added sm_buildinghateffect command, Allows users with ROOT acces to change the unusual effect on their buildings. - All of the above commands are overridable as usual. 1.9: - Hats enabled by default for new players 2.0: - Renamed reserved keywords Credits: - MasterOfTheXP: Helped me out with stringtables and loadsa other things - Arkarr: Teached me Adt_arrays - island55: Helped me test some fixes |
Re: [TF2] Building Hats
Cool. Mind adding an override feature for defining which flag is able to have sentry hats? Preferably with an option to enable/disable sentry hats for your own buildings as well.
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Re: [TF2] Building Hats
Not a fan of hats but this is amazing!
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Re: [TF2] Building Hats
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Re: [TF2] Building Hats
One of these hats in your config is coming out as an error model. Not sure how to tell.
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Re: [TF2] Building Hats
Oh my god this is amazing.
Now I need one that adds tiny hats to rockets, stickies, and those new Robots that were added. Also, is there a limit to how big the hat cfg can be? I wonder if I could comb through the model list and just add every hat. |
Re: [TF2] Building Hats
Ok so I uncommented the model name printing lines and found this:
Code:
smodel: models/player/items/all_class/all_class_reddit_alt_scout_hat.md |
Re: [TF2] Building Hats
How easy would it be to grab the builders current hat and add it to the sentry instead of just pulling a hat from the config?
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