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[TF2] Custom Weapons 3 (Beta 2)


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KaidemonLP
Member
Join Date: Jul 2016
Old 05-03-2018 , 16:03   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #161

Quote:
Originally Posted by Umbrozium View Post
Is this plugin broken, I just dont understand how can i make a weapon here,
even weapons crafting gave dont work. Here is my attempt to make one.
My version still works, here yall
https://drive.google.com/file/d/1yRB...DD900CR_N/view
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Umbrozium
Junior Member
Join Date: Dec 2017
Location: ǝʌɐɹ
Old 05-04-2018 , 06:08   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #162

Quote:
Originally Posted by KaidemonLP View Post
I'll try it, thanks.
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Marios2
Junior Member
Join Date: Apr 2015
Location: Greece
Old 05-04-2018 , 08:19   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #163

In both CW2's latest non-official patch and CW3's legacy support of CW2, when a pyro equips a custom flamethrower, the range of the flamethrower becomes very small (you must touch an enemy with the FL to burn them), no matter the attributes. How do I fix this?
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Umbrozium
Junior Member
Join Date: Dec 2017
Location: ǝʌɐɹ
Old 05-04-2018 , 12:15   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #164

Quote:
Originally Posted by The enigma View Post
How do I use yoner's attribute in a weapon?
Can an example be provided to show what I am doing wrong?
"trigger command" "sm_freeze {target}"
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The Gaben
Junior Member
Join Date: Aug 2016
Location: Texas
Old 05-10-2018 , 21:51   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #165

Is there a way to use a v_model (not a c_model) with custom animations and hands?
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KaidemonLP
Member
Join Date: Jul 2016
Old 05-12-2018 , 12:43   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #166

Quote:
Originally Posted by The Gaben View Post
Is there a way to use a v_model (not a c_model) with custom animations and hands?
Not yet
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trbz_
Junior Member
Join Date: May 2018
Old 05-30-2018 , 17:26   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #167

Quote:
Originally Posted by Marios2 View Post
In both CW2's latest non-official patch and CW3's legacy support of CW2, when a pyro equips a custom flamethrower, the range of the flamethrower becomes very small (you must touch an enemy with the FL to burn them), no matter the attributes. How do I fix this?
I'm having this same problem. Can't find a fix anywhere
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Blastero6
New Member
Join Date: Jun 2018
Old 06-07-2018 , 11:19   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #168

Is it possible to make a custom scout drink with custom stats? Like it will give the player a 100% speed boost for 8 seconds instead of giving the bonk effect?
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KaidemonLP
Member
Join Date: Jul 2016
Old 06-20-2018 , 14:12   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #169

Fixed flamethrowers, Ignite on hit still doesnt work tho sadly.
Attached Files
File Type: smx cw3.smx (39.2 KB, 291 views)
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-28-2018 , 14:06   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #170

Quote:
Originally Posted by KaidemonLP View Post
Fixed flamethrowers, Ignite on hit still doesnt work tho sadly.
I am pretty sure you need to include the source code. I am NOT an admin but I suggest peeps don't use this without source.
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