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


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Theray070696
Senior Member
Join Date: Sep 2014
Old 02-24-2016 , 13:52   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #841

Quote:
Originally Posted by The enigma View Post
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?
Easily! Just add "flag" or "flags" (with quotes) into the weapon file and put "z" after it (again, with quotes).
Example:
Code:
"flags" "z"
Make sure you're using the github build!
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Last edited by Theray070696; 02-24-2016 at 13:52.
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nosoop
Veteran Member
Join Date: Aug 2014
Old 02-24-2016 , 13:57   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #842

Quote:
Originally Posted by superwry View Post
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?!)
Correct, there's six optional values plus the required exploding sapper attribute. I've added in my documentation for all the attributes here. The #define ATTR_EXPLODING_SAPPER_* preprocessor directives refer to string constants; you don't deal with them when using the attributes.

There are also downloads available now (though I probably ended up compiling them against 1.8 where DataPacks are not backwards compatible, oops).
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Last edited by nosoop; 02-24-2016 at 14:00.
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The enigma
Member
Join Date: Feb 2016
Old 02-25-2016 , 23:38   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #843

Quote:
Originally Posted by Theray070696 View Post
Easily! Just add "flag" or "flags" (with quotes) into the weapon file and put "z" after it (again, with quotes).
Example:
Code:
"flags" "z"
Make sure you're using the github build!
Thanks!

Also where do I get the github build? (just in case it has some extra support and stuff)

Also When using custom attributes on a weapon, and you drop the weapon, and you go to it and pick it up in battle, it doesn't retain its custom attributes.
Is it because its not recognized?

I dunno, also, is there a command that makes the custom weapons disappear on death?
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The enigma
Member
Join Date: Feb 2016
Old 02-28-2016 , 23:11   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #844

Quote:
Originally Posted by Mr.Orion View Post
Orion's attributes has been updated ! yay !


¥ Changelog :

How do I install Orion's attribute packs? (and the AW and Dota)

and also, how do I use them IE

"spawn skeleton on kill"
{
"plugin" "????" <---- what goes here? (for orion AW and dota
"value" "1"

}

Please?
I would love to know, also, is there some description on what these do?
there's a lot.
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404UserNotFound
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Join Date: Dec 2011
Old 02-29-2016 , 02:18   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #845

Quote:
Originally Posted by The enigma View Post
Also where do I get the github build? (just in case it has some extra support and stuff)
https://github.com/404UserNotFound/CustomWeapons2

Quote:
Originally Posted by The enigma View Post
Also When using custom attributes on a weapon, and you drop the weapon, and you go to it and pick it up in battle, it doesn't retain its custom attributes.
Is it because its not recognized?
Plugin-added custom attributes are not tied to the weapon when it gets converted to a dropped weapon entity. There's probably a way we can code in a weapon-dropping check and make sure to tie the attributes to the weapon entity and have them reload when you pick the weapon up.

It'd be nice if we could hook into the name display of the dropped weapon entity and change the name to the custom name.
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starblaster64
Member
Join Date: Jul 2015
Old 03-04-2016 , 02:23   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #846

Quote:
Originally Posted by abrandnewday View Post
It'd be nice if we could hook into the name display of the dropped weapon entity and change the name to the custom name.
Do TF2 attributes 500 (custom name attr) or 2024 (item name text override) work when applied through SourceMod?
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The enigma
Member
Join Date: Feb 2016
Old 03-06-2016 , 02:50   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #847

Question for this awesome plugin.
When using custom weapon it is invisible,
That sorta defeats the purpose. I am not using custom weapon models,
But I want them to show,
IE I make a mini gun look like the minigun (15)
But nothing shows.
Help?
Also, with the github build, it is very glitchy, I cant make weapons use ADMIN flags.

Last edited by The enigma; 03-06-2016 at 02:51.
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Naydef
Senior Member
Join Date: Dec 2015
Location: Doom Town, Nevada
Old 03-06-2016 , 03:09   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #848

Quote:
Originally Posted by The enigma View Post
Question for this awesome plugin.
When using custom weapon it is invisible,
That sorta defeats the purpose. I am not using custom weapon models,
But I want them to show,
IE I make a mini gun look like the minigun (15)
But nothing shows.
Help?
Also, with the github build, it is very glitchy, I cant make weapons use ADMIN flags.
Valve restriction, but there are some ways to make them visible!
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Ksed
Junior Member
Join Date: Jan 2016
Old 03-06-2016 , 05:11   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #849

Quote:
Originally Posted by Naydef View Post
Valve restriction, but there are some ways to make them visible!
How? It seems random when the weapons are visible and invisible. Mostly invisible when other players have them.

But bots have the visible weapons 99% of the time.

When a player has a custom weapon, they randomly will be visible or not. Or upon death, they become visible/invisible.

I have no idea about custom models though.

Last edited by Ksed; 03-06-2016 at 05:13.
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Naydef
Senior Member
Join Date: Dec 2015
Location: Doom Town, Nevada
Old 03-06-2016 , 05:23   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #850

Quote:
Originally Posted by Ksed View Post
How? It seems random when the weapons are visible and invisible. Mostly invisible when other players have them.

But bots have the visible weapons 99% of the time.

When a player has a custom weapon, they randomly will be visible or not. Or upon death, they become visible/invisible.

I have no idea about custom models though.

There are (several) methods, but to say that Valve gave us one official way to give visible weapons and other things, but I predict If we abuse it, Valve will make the same restrictions as in CS:GO. Every server need to be with toke GSLT and in case of abuse, the server will be banned. Like in CS:GO. This is the idea!

@The655 Just to remind you. It's perfectly OK to have visible weapons. It's NOT OK to have visible official hats!
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Last edited by Naydef; 03-06-2016 at 10:35.
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