Quote:
Originally Posted by nosoop
I think server operators use a plugin-based implementation. No code is publicly available that uses the game's own attribute for that.
The main reason, besides TF2Attributes not having code to support it, is that string attributes don't support being assigned at runtime / being networked; setting them on the server only isn't well-tested.
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Yeah, most servers use a plugin-based implementation, as most projectile entities have the m_nModelIndexOverrides property, it's fairly simple to have a plugin check for a custom CW3 attribute and apply it to the projectile that the weapon the attribute is attached to, I'd probably share my own solution but it's mixed in with a bunch of other stuff in a plugin, I'd have to create a new plugin for it, plus then the world could see my (probably) horrendously flawed coding and I don't think I want to let people judge it.
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