Raised This Month: $2 Target: $400
 0% 

[TF2] Custom Weapons 3 (Beta 2)


Post New Thread Reply   
 
Thread Tools Display Modes
enderandrew
Junior Member
Join Date: Jun 2020
Old 06-26-2020 , 18:46   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #241

My server crashes the first time someone takes damage if I have tf_ontakedamage loaded.

I downloaded the source for that here:

https://github.com/nosoop/SM-TFOnTakeDamage

And then compiled with SM 1.10.
enderandrew is offline
Old Bill
New Member
Join Date: Jun 2020
Old 06-27-2020 , 18:52   custom weapon sounds
Reply With Quote #242

hi, how can i make the custom sounds for weapons work properly for CW3? i made sure i have the requirements (cw2legacy or cw2sounds) and followed the exact same syntax

HTML Code:
	"sound"
	{
		"player"
		{
			"find"		")weapons/revolver_shoot.wav"
			"replace"	"weapons/spygun/revolver_shoot.wav"
			"pitch"		"150"
		}
	}
}
this is for my sleeper agent weapon, what happens is very weird the sound in (find) plays for a very short interval like maybe a slight second or something, then the custom (replace) sound plays. something like that or they play at the same time i cant really tell. even at the beginning i thought it doesnt work but it turns out the original sound is too loud that i couldnt hear the custom one i found that out by putying the mini gun sound just to test and i heard something.
Old Bill is offline
Old Bill
New Member
Join Date: Jun 2020
Old 06-29-2020 , 06:25   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #243

how do custom projectiles work?

HTML Code:
custom projectile model
attribute does nothing but crash the server if you insert a model path in the value
Old Bill is offline
Old Bill
New Member
Join Date: Jun 2020
Old 06-29-2020 , 08:42   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #244

Quote:
Originally Posted by enderandrew View Post
My server crashes the first time someone takes damage if I have tf_ontakedamage loaded.

I downloaded the source for that here:

https://github.com/nosoop/SM-TFOnTakeDamage

And then compiled with SM 1.10.
i suggest getting the pre-compiled version just in case you are doing something wrong
https://github.com/nosoop/SM-TFOnTak.../tag/1.1.2-pre
Old Bill is offline
nosoop
Veteran Member
Join Date: Aug 2014
Old 06-29-2020 , 09:26   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #245

Quote:
Originally Posted by Old Bill View Post
how do custom projectiles work?

custom projectile model attribute does nothing but crash the server if you insert a model path in the value
I think server operators use a plugin-based implementation. No code is publicly available that uses the game's own attribute for that.

The main reason, besides TF2Attributes not having code to support it, is that string attributes don't support being assigned at runtime / being networked; setting them on the server only isn't well-tested.
__________________
I do TF2, TF2 servers, and TF2 plugins.
I don't do DMs over Discord -- PM me on the forums regarding inquiries.
AlliedModders Releases / Github / TF2 Server / Donate (BTC / BCH / coffee)
nosoop is offline
enderandrew
Junior Member
Join Date: Jun 2020
Old 06-29-2020 , 21:05   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #246

Quote:
Originally Posted by Old Bill View Post
i suggest getting the pre-compiled version just in case you are doing something wrong
https://github.com/nosoop/SM-TFOnTak.../tag/1.1.2-pre
Yeah, I grabbed a pre-compiled one for testing as well. I think it may have been a conflict with another plugin potentially even though SM said it was Blaming OnTakeDamage.

In the end I got OnTakeDamage working and I'm able to run the basic CW3 with the small sample Custom Weapons pack, but I still can't run NoSoop's Custom Attribute pack. There are two attribute plugins that don't load on Windows (which is a known issue) but even with some basic brief testing with bots, four other attribute plugins were constantly throwing errors in the SM error logs so I removed them for now.
enderandrew is offline
ScrapEngineer
Member
Join Date: Oct 2016
Location: The fourth worst country
Old 07-01-2020 , 08:12   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #247

Quote:
Originally Posted by nosoop View Post
I think server operators use a plugin-based implementation. No code is publicly available that uses the game's own attribute for that.

The main reason, besides TF2Attributes not having code to support it, is that string attributes don't support being assigned at runtime / being networked; setting them on the server only isn't well-tested.
Yeah, most servers use a plugin-based implementation, as most projectile entities have the m_nModelIndexOverrides property, it's fairly simple to have a plugin check for a custom CW3 attribute and apply it to the projectile that the weapon the attribute is attached to, I'd probably share my own solution but it's mixed in with a bunch of other stuff in a plugin, I'd have to create a new plugin for it, plus then the world could see my (probably) horrendously flawed coding and I don't think I want to let people judge it.
__________________
Amateur coder and sentient lemon.
ScrapEngineer is offline
Reply


Thread Tools
Display Modes

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 05:31.


Powered by vBulletin®
Copyright ©2000 - 2020, vBulletin Solutions, Inc.
Theme made by Freecode