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Author
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Senior Member
Join Date: Jul 2010
Location: Sydney, Australia
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09-03-2010
, 07:37
Re: [:3] TF2_CTFWeaponInfo
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#1
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Also, <3 and :3
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0 - projectile_none (lowers ammo, does no damage)
1 - projectile_bullet (bullets)
2 - tf_projectile_rocket (rocket launcher)
3 - tf_projectile_pipe (grenade)
4 - tf_projectile_pipe_remote (sticky)
5 - tf_projectile_syringe (needlegun -- doesn't always work)
6 - tf_projectile_flare (flaregun)
7 - tf_projectile_jar (doesn't work)
8 - tf_projectile_arrow (huntsman)
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DO NOT CHANGE THE PIPEBOMBLAUNCHER'S PRIMARY FIRE. If anyone right-clicks the server crashes...
(You could use TF2Items to kill alt-fire on the stickylauncher, but why nerf it? =\)
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There are two groups of projectiles (as far as I'm concerned). Those which require force (2, 3, and 8), and those which don't. Those which require force (not sure how this works, haven't really looked) will drop straight down (so arrows -- 8 -- will shoot straight into the ground). The rest fire from any gun. Obviously, the guns from which these weapons originally spawn -- pipebomb launcher (stickies), grenade launcher (pipes), and huntsman (arrows) -- will shoot these weapons (and the others) fine. The arc appears to belong to the weapon, so with any luck it's a ctx attribute.
From what I've gathered (based on how these projectiles spawn) the reason for this is likely to be tied to "CBaseEntity::ApplyLocalAngularVelocityImpuls e". What this does isn't something I've looked into... but it's used by pipes and jars (which both arc). There's likely to be something similar for arrows and stickies, but I haven't looked yet.
Last edited by Swixel; 09-04-2010 at 10:30.
Reason: attacked by the case of zomgwtfbbq pyros
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