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[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)


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crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 02-17-2016 , 22:39   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #831

Quote:
Originally Posted by superwry View Post

Still having no idea on how to apply speed boost and full knock-back resistance during the rampage
This is what I have it set to..... (btw, this attribute is something I suggested to Orion)
"psycho rampage"
{
"plugin" "orion"
"value" "0.75 1.25 13.0 0.75"
}

25% damage reduction, 25% bonus damage, 13 second duration, and health regeneration

Quote:
Originally Posted by superwry View Post

On Critical Hit: 100% knockback(Controller's Crux)(increased pushscale from moreaw2.smx?)
Did you see this from Karma Charger? I will ask him... he might had faked it. Using 2 attributes and being crit boosted (making look like "On Critical Hit: 100% knockback")

Quote:
Originally Posted by superwry View Post

"Health restored is based on max health of enemy killed by you or near you"
Orion is currently on a long break from TF2 and coding. He gave me his current WIP attribute pack recently, in-which "Health restored is based on max health of enemy killed by you or near you" was added.

Last edited by crafting; 02-17-2016 at 22:39.
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The655
Member
Join Date: Jun 2015
Location: Malazia
Old 02-18-2016 , 11:09   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #832

Quote:
Originally Posted by nosoop View Post
I was commissioned to do a few attributes for the Weapon Demonstration videos; if you're wondering how they work (like the most recent one), they're available here.

SM-TFCustomWeaponAttributes repository on GitHub.

Do keep in mind that these plugins will be released as-is. Gamedata may change and there may be some bugs here and there; if you'd like to improve on any, I'd be happy to look over code-related PRs, but otherwise you're on your own. No warranty, etc.
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Zethax
Member
Join Date: Sep 2015
Location: In my couch
Old 02-20-2016 , 00:26   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #833

I've mentioned this before, but there is a problem with 'ubercharge is halloween spell'. When I try to use it it'll make the sound effect but no spell will be given. Is my server supposed to be under the effects of halloween like on Helltower?
Is anyone else having the same problem with this as I am? I really want to make a medi gun that gives heal spells for ubercharges, or even BATS
Edit: It turns out it does give the spell, it's just the user has to press their 'use_action_slot_item' key

Last edited by Zethax; 02-20-2016 at 20:48. Reason: Found out some stuff
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crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 02-20-2016 , 19:25   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #834

Quote:
Originally Posted by Zethax View Post
I've mentioned this before, but there is a problem with 'ubercharge is halloween spell'. When I try to use it it'll make the sound effect but no spell will be given. Is my server supposed to be under the effects of halloween like on Helltower?
Is anyone else having the same problem with this as I am? I really want to make a medi gun that gives heal spells for ubercharges, or even BATS
That attribute is broken, I have added it to be fixed.
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superwry
Junior Member
Join Date: Feb 2015
Old 02-21-2016 , 01:27   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #835

Quote:
Originally Posted by crafting View Post
This is what I have it set to..... (btw, this attribute is something I suggested to Orion)
"psycho rampage"
{
"plugin" "orion"
"value" "0.75 1.25 13.0 0.75"
}

25% damage reduction, 25% bonus damage, 13 second duration, and health regeneration
Many thanks! Didn't expect that the knockback resistance are already included in the attribute.

Quote:
Originally Posted by crafting View Post
Did you see this from Karma Charger? I will ask him... he might had faked it. Using 2 attributes and being crit boosted (making look like "On Critical Hit: 100% knockback")
My friend thought that it's the extra damage of the crit caused the extra knockback. That seems to make sense.

Quote:
Originally Posted by crafting View Post
Orion is currently on a long break from TF2 and coding. He gave me his current WIP attribute pack recently, in-which "Health restored is based on max health of enemy killed by you or near you" was added.
Thank goodness. It explained a lot. Every time I couldn't figure it out that how an attribute which exists at the CW list works I'm eager to know the answer while feel too embarrassing too ask(Usually turns out to be the one which is caused by being careless).

It's nice of you answering my questions. I appreciate it.
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superwry
Junior Member
Join Date: Feb 2015
Old 02-21-2016 , 02:07   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #836

Quote:
Originally Posted by nosoop View Post
I was commissioned to do a few attributes for the Weapon Demonstration videos; if you're wondering how they work (like the most recent one), they're available here.

SM-TFCustomWeaponAttributes repository on GitHub.

Do keep in mind that these plugins will be released as-is. Gamedata may change and there may be some bugs here and there; if you'd like to improve on any, I'd be happy to look over code-related PRs, but otherwise you're on your own. No warranty, etc.
Awesome. I wonder if you could make a short instruction for it? I have some trouble compiling it.

PHP Code:
//// cwa_exploding_sapper_timer.sp
//
// C:\Users\SaxtonHale\Downloads\pootis\sourcemod-1.8.0-git5855-windows\addons\sourcemod\scripting\include\tf2_morestocks.inc(85) : error 001: expected token: ";", but found "enum"
//
// 1 Error.
// 
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The enigma
Member
Join Date: Feb 2016
Old 02-21-2016 , 23:07   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #837

I really love this plugin, and making em is fun, however, is there a way to add admin flags to the weapons?
So like, I make a really OP weapon, And I want to make it flag Z able to use it.

First up, is it possible?
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nosoop
Veteran Member
Join Date: Aug 2014
Old 02-22-2016 , 04:39   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #838

Quote:
Originally Posted by superwry View Post
Awesome. I wonder if you could make a short instruction for it? I have some trouble compiling it.
It looks like I had a fixed version of morestocks with a semicolon after the closing brace for the arrays and enums. Add a semicolon at the end on lines 83, 95, 104, 117, and 124 for tf2_morestocks. I've also committed my version, just to be safe.
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Last edited by nosoop; 02-22-2016 at 04:40.
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SpectraGalaxy
New Member
Join Date: Feb 2016
Old 02-23-2016 , 14:49   [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #839

I'm new here and I'm hosting a dedicated server with this plugin. I've not been able to figure out how to use the custom models, could anybody tell me how? Everytime I try, it always comes up as an error.

Last edited by SpectraGalaxy; 02-23-2016 at 15:00.
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superwry
Junior Member
Join Date: Feb 2015
Old 02-24-2016 , 11:45   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #840

Quote:
Originally Posted by nosoop View Post
It looks like I had a fixed version of morestocks with a semicolon after the closing brace for the arrays and enums. Add a semicolon at the end on lines 83, 95, 104, 117, and 124 for tf2_morestocks. I've also committed my version, just to be safe.
Thanks! The plugin is successfully compiled. However, as my being unable to read the code, I don't know how to configure the txt correctly.(Is there 6 values?!)
"ATTR_EXPLODING_SAPPER_EFFECT"
"ATTR_EXPLODING_SAPPER_SOUND"
I have no idea what they are as a non-coder, but it seems that they are not to be set to numbers simply. I don't know what the possible format could be. Would you mind making a few more instruction for it?
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