Quote:
Originally Posted by PC Gamer
I managed to get this working with the [TF2] Econ Data plugin written by the talented nosoop (link: https://forums.alliedmods.net/showthread.php?t=315011 )
It works good but has a 3 problems I need help with.
1. I have a tag mismatch with this piece of code:
2: I can't seem to find a way to remove only ONE existing cosmetic item before giving a new one. I can either remove all cosmetics first, or don't remove any. I opted to not remove any.
3. For some reason it will not allow me to give any saxxy class item. It gives error "Invalid entity (-1 - -1)" so I added a check for that.
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1. The second argument to
TF2Econ_GetItemSlot is already a
TFClassType tag; keep it as-is instead of retagging it as an integer. On an additional note, do not use
TF2_RemoveWeaponSlot with
TF2Econ_GetItemSlot due to the differing "slot" mapping described
here. Use
TF2_GetPlayerLoadoutSlot from
my fork of Powerlord's wearable tools or check the item's loadout slot with
TF2Econ_GetItemSlot.
2. As in (1), use
TF2_GetPlayerLoadoutSlot to find a wearable in a weapon slot. The
wearable tools library also has natives to equip / remove wearables.
3. That's a game thing -- it internally takes the schema's item class and turns it into a class-appropriate entity (multiclass melees and shotguns, among others). Econ Data provides
TF2Econ_TranslateWeaponEntForClass (calling the game's functions) for this; I know there's a pure SourcePawn version that someone else wrote floating around somewhere but I can't recall where it is at the moment.
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