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


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Blunderstab
Junior Member
Join Date: Nov 2015
Old 11-10-2015 , 04:02   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #741

Hi there! I just started using Source Mod and Custom Weapons, TF2Items and Attributes, all that good stuff. So I'm totally a newb to everything. I have several questions regarding my current endeavors.

On the 8th, I had a custom Minigun that used Iron Curtain's skin. But after the TF2 update on the 9th, any custom items no longer have a viewmodel for me. "Bad pstudiohdr in GetSequenceLinearMotion()!" is going through hlserver fairly regularly. I'm sorry if this is a totally stupid new guy question, but when I searched that error all I could find were crash reports and talk about seeing it in console. I imagine there's something I need to update to quickly fix this. EDIT: Scratch that! Kept on searching for an answer, now see where to update TF2Items.

I'm also having trouble with a few things. When I try to reduce the max primary ammo to 70, the Minigun spawns with 200 ammo anyways. It seems to count it as having 70 max because it doesn't let you pick up metal until you're under 70 and all, but holds 200 when you spawn the thing. I tried reducing the clip size as well, but that seems to have done nothing. Also, it seems to have the same glitch that hit Miniguns a while back where after spinning down, the game won't let you switch weapons for some time. (EDIT: Also fixed by updating TF2Items.) And for one more problem, in my test the Minigun in question fires more slowly than the others by a large amount. But the player can bypass the post-fire delay by left-clicking rapidly.

I'm willing to put in the effort to learn how to code my own attributes for sure, but I just want to make sure there's no easy fixes to any of these things! Thanks a bunch in advance. This is a lot of fun to play around with and I hope I will be able to contribute in the future.

Last edited by Blunderstab; 11-10-2015 at 16:23.
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AwesomeX
Member
Join Date: Jul 2013
Old 11-16-2015 , 09:44   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #742

I'm trying to get the HL2 weapons to work, however, none of the models seem to be showing up. No view models, or world models. I've updated TF2items, and TF2 attributes, but they still don't seem to be working correctly.
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Theray070696
Senior Member
Join Date: Sep 2014
Old 11-16-2015 , 09:55   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #743

Quote:
Originally Posted by AwesomeX View Post
I'm trying to get the HL2 weapons to work, however, none of the models seem to be showing up. No view models, or world models. I've updated TF2items, and TF2 attributes, but they still don't seem to be working correctly.
Somewhere along the way, valve broke v_models and w_models, which are the types hl2 weapons use. I don't think give weapon works with those types of models either. If it's on cw2's end, we'll try to fix it.

EDIT: Just remembered this, are you using the latest tf2items version? I had an outdated version on my test server a while ago and all spawned weapons were invisible.
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Last edited by Theray070696; 11-16-2015 at 09:56.
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AwesomeX
Member
Join Date: Jul 2013
Old 11-16-2015 , 10:17   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #744

I'm 90% sure I installed the latest snapshot of TF2Items, but just incase you can link me to what you're using. And I'll give it a try.
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DareLOL
Junior Member
Join Date: Oct 2015
Location: In my pants
Old 11-16-2015 , 10:58   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #745

Wait, are the custom models supposed to work?
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Theray070696
Senior Member
Join Date: Sep 2014
Old 11-16-2015 , 11:09   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #746

How about them Rays? (Baseball team)
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Last edited by Theray070696; 11-19-2015 at 06:11. Reason: Removing stuff
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
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Old 11-16-2015 , 14:52   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #747

Quote:
Originally Posted by Theray070696 View Post
Not really, there's an exploit that fixes models for other players, but it's not to be talked about on allied mods. Models should work in first-person without the exploit, but I had some issues with v_models recently, as was the person I replied to.
I seem to recall v_models needed to be modified to continue working, because things were converted to c_models and c_models are used for everything (almost), and some sort of change was made to v_models, and w_models I'm not sure are getting used
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Theray070696
Senior Member
Join Date: Sep 2014
Old 11-17-2015 , 14:33   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #748

AW2 Attributes has been updated! I also uploaded a new attribute plugin, Amp Node Attributes! Link is in my signature!
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DareLOL
Junior Member
Join Date: Oct 2015
Location: In my pants
Old 11-17-2015 , 14:51   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #749

Quote:
Originally Posted by Theray070696 View Post
Not really, there's an exploit that fixes models for other players, but it's not to be talked about on allied mods. Models should work in first-person without the exploit, but I had some issues with v_models recently, as was the person I replied to.
Welp then the viewmodel weapons don't work for me.
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Potato Uno
Veteran Member
Join Date: Jan 2014
Location: Atlanta, Georgia
Old 11-17-2015 , 17:50   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #750

There was a discussion 10-12 pages back or so (I don't remember) on the workaround these guys are using. Find it back there if you want.

EDIT: Actually, you can go to their official server and find what they are using. Punch in "sm exts list" to your client console on their server and be on your merry way.

Last edited by Potato Uno; 11-18-2015 at 11:15.
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