Re: [TF2Items] Give Weapon (v3.04, 08/28/2011)
sm_gimme was coded a while back but I had trouble determining what system I used for how to disable sm_gimme while still using giveweapon, or vice versa.
I'll add it in soon. I also already said what I'm doing to sm_resetex: sm_resetex <target> <"slot" or "index"> <slot/index number> Therefore you can reset both all of 1 weapon or all of a slot. You can also do sm_resetex target index 1 44 23 293 (same for slot, which goes from 0 to 5) and this accepts up to 32 indices/slots |
I can not figure out how to get the items visible
How can i get the items to be visible to all players. Please help me
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Re: I can not figure out how to get the items visible
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Any other weapons after the Spy's stock Invis Watch won't be visible. Quote:
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Re: [TF2Items] Give Weapon (v3.04, 08/28/2011)
ok, so how do you give someone a weapon permanently even when they leave the server.
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Re: [TF2Items] Give Weapon (v3.04, 08/28/2011)
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Mecha's Advanced Weaponiser has the ability to re-equip weapons on someone if they leave and rejoin, but this plugin doesn't. |
Re: [TF2Items] Give Weapon (v3.04, 08/28/2011)
I suppose I could implement clientprefs, but why? Have you guys seen TF2 Auto Items Manager by Leonardo? I believe it lets you do that (if you run both, you could essentially give a player a weapon here, then add it to the database on auto items manager so that they get it later. I'm not sure how, but probably). This plugin is generally for on-command stuff, as well as Leo's Bot Weapon Randomizer.
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Re: [TF2Items] Give Weapon (v3.04, 08/28/2011)
What would really be cool would be implementing a Steam ID string in the custom weapons TXT as well as the plugin, so that admins can specify a Steam ID of a player so only that specific player could use the weapon.
And a menu system would be cool too, which would tie into the sm_gimme idea, as well as use the possible "sm_resetex @me <slot>" command. You could do something similar to the advanced weaponiser's menu system, only there would be a remove menu, and it would consist of: "Remove Primary Weapon" "Remove Secondary Weapon" "Remove Melee Weapon" "Remove PDA" "Remove PDA2" "Remove <whatever the Spies disguise kit is" And each selection would run a client command of "sm_resetex @me <slot>" Menu system isn't a priority, I suppose, but having a Steam ID thing (like you have in your Model Manager plugin) would be great. |
Re: I can not figure out how to get the items visible
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sm_resetex <target> "index" <index> for resetting an index. The words slot and index don't need quotes. I'm still trying to perfect that system, but it seems to be working ok for what it's got in it right now. I can try the steamid and menu stuff. |
Re: I can not figure out how to get the items visible
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Of course, if the Steam ID thing gets implemented, you'll have to add coding for the menus that checks a player's Steam ID and adds any weapons that have their Steam ID listed as the "steamid" field, to the proper slot, and for the proper class. And that's another thing I forgot to mention. Adding a "class" field for the weapons would be nice so we could specify which class a weapon is for, so other classes can't use it, plus it'd allow you to set up class-based menus. But we run into the issue of weapons that multiple classes can use, such as the Pain Train, Half-Zatoichi, Lugermorph, etc. Maybe the option of doing: "class" "SOLDIER, SCOUT" And have some defines set up like so: #define SOLDIER TFClass_Soldier #define SCOUT TFClass_Scout |
Re: [TF2Items] Give Weapon (v3.04, 08/28/2011)
I'll see. In the meantime, I'm going to work on having weapons that are shared between classes use the proper taunts. For instance, if I give the scout's pistol (index 22) to the engineer, he can't taunt with it.
I already did it in randomizer for the Family Business and the Reserve Shooter, and it's working pretty well, but I'm going to try a different method. |
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