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[TF2] Visible Weapons Natives (broken)(v1.2, 2/24/2011)


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jameless
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Join Date: Jan 2010
Old 12-22-2010 , 07:02   Re: [TF2] Visible Weapons Natives
Reply With Quote #31

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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 12-22-2010 , 07:05   Re: [TF2] Visible Weapons Natives
Reply With Quote #32

*_*
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 12-22-2010 , 15:57   Re: [TF2] Visible Weapons Natives
Reply With Quote #33

Is it possible with this and your give weapons plugin to some how cache custom models and use them? This sounds so close to implementing those awesome custom weapons people make in various art forums.
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FlaminSarge
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Join Date: Jul 2010
Old 12-25-2010 , 01:31   Re: [TF2] Visible Weapons Natives
Reply With Quote #34

Thraka, I'm working on that, but using any plugin that calls this native, if you precache the model first, you may do something like (as a native) VisWep_GiveWeapon(client, slot, "models/custom/weapons/fbomber.mdl")

Yeah.

I'm working on adding support in giveweapon.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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Afronanny
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Join Date: Aug 2009
Old 12-26-2010 , 15:00   Re: [TF2] Visible Weapons Natives
Reply With Quote #35

Quote:
Originally Posted by satanchia View Post
I have noticed using this that the golden wrench doesn't look golden to anyone but yourself, with your randomizer/giveweapon plugins. Is it possible to fix this?
Color it golden?
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bluechester
AlliedModders Donor
Join Date: Nov 2008
Old 12-27-2010 , 02:22   Re: [TF2] Visible Weapons Natives
Reply With Quote #36

Thanks for this, I will test if it works and maybe learn something from your code. If this works, you're awesome.

EDIT: Server crashes when doing this for some reason.

Installed attachables and sdkhooks.

SM PLUGINS:
Code:
2:39:30 [SM] Listing 20 plugins:
           01 "Admin File Reader" (1.3.7-dev) by AlliedModders LLC
           02 "Admin Help" (1.3.7-dev) by AlliedModders LLC
           03 "Admin Menu" (1.3.7-dev) by AlliedModders LLC
           04 "Anti-Flood" (1.3.7-dev) by AlliedModders LLC
           05 "Basic Ban Commands" (1.3.7-dev) by AlliedModders LLC
           06 "Basic Chat" (1.3.7-dev) by AlliedModders LLC
           07 "Basic Comm Control" (1.3.7-dev) by AlliedModders LLC
           08 "Basic Commands" (1.3.7-dev) by AlliedModders LLC
           09 "Basic Info Triggers" (1.3.7-dev) by AlliedModders LLC
           10 "Basic Votes" (1.3.7-dev) by AlliedModders LLC
           11 "Client Preferences" (1.3.7-dev) by AlliedModders LLC
           12 "Fun Commands" (1.3.7-dev) by AlliedModders LLC
           13 "Fun Votes" (1.3.7-dev) by AlliedModders LLC
           14 "My First plugin" (1.0) by bluechester
           15 "Nextmap" (1.3.7-dev) by AlliedModders LLC
           16 "Player Commands" (1.3.7-dev) by AlliedModders LLC
           17 "Reserved Slots" (1.3.7-dev) by AlliedModders LLC
           18 "Sound Commands" (1.3.7-dev) by AlliedModders LLC
           19 "[TF2Items] Give Weapon" (2.5) by Asherkin (Updated by FlaminSarge)
           20 "[TF2Items] Manager" (1.4.1) by Damizean & Asherkin

Last edited by bluechester; 12-27-2010 at 03:40.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-30-2010 , 02:44   Re: [TF2] Visible Weapons Natives
Reply With Quote #37

bluechester: form that plugins list, it doesn't look like visibleweapons is loaded. So my plugin isn't doing it.
How about... try deleting attachables.vdf from the metamod folder, then going into the tf/cfg folder, finding/creating autoexec.cfg, and adding a line in there that says:
meta load addons/attachables/bin/attachables_mm

It might work.

Also, instead of working on a golden wrench (which I know how to do now thanks to EHG, but still won't do due to valve eating my eyes) I'm working on a custom model for the "Rebel's Curse", an upcoming weapon.

http://gaming.calculatedchaos.com/ph...p=63649#p63649

I'm also working on making giveweapon accept "model" as a custom weapon parameter.

Viewmodels won't work in multiplayer, though. Maybe.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 12-30-2010 at 02:49.
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ummja
Senior Member
Join Date: Sep 2010
Old 12-30-2010 , 23:02   Re: [TF2] Visible Weapons Natives
Reply With Quote #38

For some reason only primary weapons are visible.

And if someone switches to melee it distorts the way they hold their primary weapon.
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ummja
Senior Member
Join Date: Sep 2010
Old 12-31-2010 , 01:52   Re: [TF2] Visible Weapons Natives
Reply With Quote #39

My apologies to the Sarge.

Turns out I'm an idiot and hadn't updated my sdkhooks in months.

Hurray for me!

Mod works perfectly. *claps*.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-31-2010 , 16:48   Re: [TF2] Visible Weapons Natives
Reply With Quote #40

/me slaps ummja.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
FlaminSarge is offline
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