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SirBlockles
Junior Member
Join Date: Mar 2017
Location: /home/muddy
Old 07-07-2020 , 20:54   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #251

I wrote a custom wearable dispenser weapon with its own custom attribute, and it all works fine on that front, but... The default attributes refuse to work. It seems that making the weapon a wearable makes it not considered "worn." It has the attribs applied - the dispenser part still works just fine - yet none of the stock attributes work. If I change the weapon to any other class, like buff_item, the passive effects are fully functional. The problem is that I don't want the weapon selectable in any fashion, pressing the 2 slot should do nothing. Am I doing something wrong here?
Code:
"The Provisioner"
{
	"classes"
	{
		"engineer"		"1"
	}
	"baseclass"			"wearable"
	"baseindex"			"642" //cozy camper
	"nobots"			"0"
	"quality"			"6"
	"logname"			"dispenser_backpack"
	"description"		"<trimmed so my post isn't 50 feet wide>"
	"cw3_attributes"
	{
		"mod is worn dispenser"
		{
			"plugin"	"muddysattribs"
			"value"		"1"
		}
		"is_passive_weapon"
		{
			"plugin"	"tf2attributes"
			"value"		"1"
		}
		"engy dispenser radius increased"
		{
			"plugin"	"tf2attributes"
			"value"		"2.15"
		}
		"health from healers reduced"
		{
			"plugin"	"tf2attributes"
			"value"		"0.3"
		}
		"move speed penalty"
		{
			"plugin"	"tf2attributes"
			"value"		"0.90"
		}
	}
}
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