Quote:
Originally Posted by Storby
I have questions how I make minigun shoot rockets ?
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You could use the
override projectile type attribute with a value of 2.
Quote:
Originally Posted by nosoop
I now have a developer preview up in my releases that adds support for string attributes.
You still can't do things like set custom names / descriptions (this will probably never happen), but you can now read them, and you can set attributes given the name and string value (mainly the server-sided things like custom projectile model).
Code:
// read the custom name on an item, or "NO NAME" if the item doesn't have a custom name
// note that you must use the attribute class, not the name
TF2Attrib_HookValueString("NO NAME", "custom_name_attr", entity, buffer, sizeof(buffer));
// set a custom projectile model on a weapon
TF2Attrib_SetFromStringValue(entity, "custom projectile model", "models/weapons/c_models/c_grenadelauncher/c_grenadelauncher.mdl");
// you can even read off strings from somewhere and do this and it will Just Work(tm) for setting it as any type the game supports
TF2Attrib_SetFromStringValue(entity, "fire rate bonus HIDDEN", "0.2");
Let me know if you run into any issues with this one.
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Hello! I've tried to use the
custom projectile model attribute with your plugin, but it only works for grenade-type projectiles. I'm using it alongside the
Custom Weapons X.
Excuse me if I said something wrong. My english it's not the best and this is the first time I reply to a thread in this website.