Raised This Month: $ Target: $400
 0% 

[TF2] Custom Weapons 3 (Beta 2)


Post New Thread Reply   
 
Thread Tools Display Modes
KaidemonLP
Member
Join Date: Jul 2016
Old 11-11-2016 , 15:41   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #61

Ok. I got this bug. I tried reinstalling everythign but it still occured so its constant.
When i join my server after some time it kicks me. Message:
Dropped KaidemonLP from server (CL_ReadPreserveEnt: u.mNewEntity == MAX_EDICTS || w.m_NewEntity (0 )
I dont know why this happens. Seems like the new update did it.
KaidemonLP is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 11-13-2016 , 16:23   Skin Error
Reply With Quote #62

I am trying to use a skin myself for my custom weapons server, I even have the randomiser that isn't broken, but the model is still bugged that I want to use.
This is my first time actually applying the model, but I have the model location, the VPK is in custom, and everything.
The potential problem is it's dedicated to the frontier justice, although I did rename the model folder to shellshock, can you help?
(Shellshock is the name of the model)
Attached Files
File Type: txt Engineer_1_Shellshock_reskin.txt (722 Bytes, 139 views)
ScrapEngineer is offline
Theray070696
Senior Member
Join Date: Sep 2014
Old 11-15-2016 , 09:21   Re: Skin Error
Reply With Quote #63

Quote:
Originally Posted by ScrapEngineer View Post
I am trying to use a skin myself for my custom weapons server, I even have the randomiser that isn't broken, but the model is still bugged that I want to use.
This is my first time actually applying the model, but I have the model location, the VPK is in custom, and everything.
The potential problem is it's dedicated to the frontier justice, although I did rename the model folder to shellshock, can you help?
(Shellshock is the name of the model)
I think the issue is that you have the model in a .vpk file. I have not tested vpks, so I'm not sure if they even work. To be sure, try putting the model files into the tf/models/etc... folder, see if the issue persists. Make sure you match the path in the weapon config. I'm unable to test anything sourcemod related currently, having some issues I don't want to get into (nothing bad, I'm fine, just something going on at home).
__________________
Theray070696 is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 11-15-2016 , 09:35   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #64

Thanks mate, it was in a VPK so I'll try it without, I'll post again if it works.
ScrapEngineer is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 11-15-2016 , 10:01   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #65

Maybe it was just the case that I used the wrong kind of slash.
*applause*

EDIT: Wrong, it's fixed the "Error" model, but right now it shows as the default shotgun, although I do believe making the slashes the right way round might help.

Last edited by ScrapEngineer; 11-15-2016 at 10:19.
ScrapEngineer is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 11-15-2016 , 10:29   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #66

Also, I'm wondering if you or maybe another person could add a custom attribute allowing manual scope appliance? So the class doesn't have to be sniperrifle, mainly because I want to try using one of the revolver sniper rifles.
ScrapEngineer is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 11-15-2016 , 11:54   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #67

I could just be adding it incorrectly, the basic files are in this post, of course I made changes, after I used it I mean.
If someone could maybe like, make a video on how to apply models, probably would be useful.

EDIT: Actually it's probably just how the file is laid out, I tried the c_raiding_aid model from the custom TF2 weapons server and that works fine.
EDIT2: Can someone explain to me how "flag" and/or "flags" work, because I can't find it demonstrated.
Attached Files
File Type: zip ShellShock+Mod (1).zip (4.98 MB, 175 views)

Last edited by ScrapEngineer; 11-18-2016 at 05:28.
ScrapEngineer is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 11-21-2016 , 10:19   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #68

Must've been something theray missed.
Find the attribute causing it and remove it.

Last edited by ScrapEngineer; 12-22-2016 at 06:44.
ScrapEngineer is offline
Mr.GhostMister
New Member
Join Date: Dec 2016
Location: In a wizard's hat
Old 12-27-2016 , 19:50   Possible legal way to make a custom weapon visible (No file just do-for-urself))
Reply With Quote #69

Drop it via the supply box and then change the basic one to the dropped one. Magic trick. So write a mini-script that makes you auto-pickup your dropped weapon and then
Maybe you want to make a command to it too.

I won't say more because it would hurt my ban-free-dom. If I crossed the line please go easy on me

My best regards:
01000111 00101101 01001000 01101111 01110011 01110100
Mr.GhostMister is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 12-28-2016 , 15:28   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #70

Could someone create an attribute based on the sniper scope?
Maybe having the options of:
1. Chargable
2. Keep Scope after shot
3. Keep Charge after shot
__________________
Amateur coder and sentient lemon.
ScrapEngineer is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:32.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode