Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Quote:
Or is it possible for one to compile one for their own private use? (What would I need to remove for the commands to be public? I'm not worried about things becoming over powered, unfair advantage or anything of the sort). |
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Sorry about the cross post, but I suppose this is as much about your plugin as it is about the extension. I posed this initially here: http://forums.alliedmods.net/showpos...&postcount=541
Quote:
|
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Oinkie, the tf2items.weapons.txt does NOT touch Give Weapon. All the weapons in Give Weapon are hardcoded to the plugin itself. What that config txt file thing does is, for tf2items_manager (a separate plugin), it makes a list of players' weapons that it should modify. So if you put in code for changing somebody's wrench to make people golden, then that person, if they use the wrench, will turn people golden.
Reloading the items list basically reloads that file, meaning it re-applies whatever is in that file to the game. Doesn't interact with giveweapon at all. Like I said, I'm planning to add some type of keyvalues support for custom weapons. Meaning it will have its own config file. Also, "Reloading items list" is the confirmation. Again, tf2items_manager and tf2items_giveweapon are two separate plugins. manager uses that config file to determine what to change on spawn, while giveweapon gives weapons with specific attributes (which are in the plugin not in a config) @TheKisho I'll add /giveme commands that are toggleable by a cvar. |
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Quote:
Code:
sm_give @me 9018Then I thought that it was related to just the valve weapons so I tried giving myself the direct hit or black box as a soldier. Still keeps me at the regular rocket launcher, even though it announces I got the new weapon. What am I doing wrong? :( Thanks for the clarification about tf2items.weapons.txt though. I had been trying forever to get that to be populated. :) |
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
When you do sm_give @me 9018, you should have the valve rocket launcher, which looks almost no different from the regular rocket launcher. Do NOT touch a locker after this or it will be replaced by your normal loadout. Try firing a few rockets, see the difference.
Also, HINT: 8018 and 7018. Heh. |
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Bump, I updated the OP with all the indexes in there so far. I am adding a way to add your own custom item indexes AS LONG AS YOU DO NOT USE THE SAME NUMBER AS THESE ONES. If you try, it'll be overwritten with the data from these, so your own custom ones won't work.
|
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Hey i love the plugin works ok still annoying sm_giveweapon_ex or sm_give_ex because it don't work all the time and takes while for the weapon to appear but other then that it works great only thing i was wondering is it possible to make it where i give someone a weapon they keep it for ever then have a command to remove it from the person or maybe make it like this sm_givegoldenwrench to a player and they can only use it on engineer and they keep it for ever and make a screen pop up saying Equip Golden Wrench, UnEquip golden Wrench, Equip Golden Wrench Forever, if so i would love to use it on my server to give out for events and stuff :)
|
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
lol iSins, glad you posted the suggestion here instead of PM's where I forget. As I think I explained before, the _ex commands basically give the player the weapon when they next have a full loadout change. E.g., spawn or if they touch a locker WHILE THEY HAVE NON-NORMAL WEAPONS. If you touch a locker when you have your normal weapons, it won't regenerate your weapons, and so it won't give whatever you gave with give_ex.
Shortened explanation: give_ex is for applying on spawn or loadout change, doesn't give immediately. I am adding permanent weapon ones, just wait. In the meantime you can do: bind f "sm_give @me 169; sm_give_ex @me 169" and press it every time you don't have the golden wrench. That way every time you respawn you WILL have the wrench without having to press the command on respawn. That's how give_ex works. I did give_ex 169 as an engy then switched to scout, I had the golden wrench :D |
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Think i already know the answer to this. but i figure il ask. Is there any way at all to make the weapons actually display? or has valve broken that far beyond recovery?
Im also making a plugin that works with yours. it populates the server with 1 valve weapon per 12 people. and the weapon is transferred to whom ever killed the original owner,creating a sort of battle for who can control the valve weapons. but. since they dont showup visually. it makes it rather difficult to spot who has them.so far ive gotten some amazing words of appreciation from my server fans :p inspite of the fact that my coding ability sucks. Still. the main question remains " When do we get to see them?" so far ive been saying "Never,because of valve" "note to self....editing a post while having noscript enabled is evil" |
Re: [TF2Items] Give Weapon (v1.4.1.0.4, 10/30/2010)
Quote:
http://forums.alliedmods.net/showthread.php?t=106293 |
| All times are GMT -4. The time now is 21:26. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.