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


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DareLOL
Junior Member
Join Date: Oct 2015
Location: In my pants
Old 10-30-2015 , 16:46   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #721

I'd really like a change for the attribute percentage system like this --->

From
Code:
"value"        "0.85"}
= 15%(negative)

To
Code:
"value"        "15"}
= 15% (Negative or Positive)
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Theray070696
Senior Member
Join Date: Sep 2014
Old 10-30-2015 , 16:49   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #722

Quote:
Originally Posted by DareLOL View Post
I'd really like a change for the attribute percentage system like this --->

From
Code:
"value"        "0.85"}
= 15%(negative)

To
Code:
"value"        "15"}
= 15% (Negative or Positive)
Wouldn't really be feasable. Some attribute values are like that, but others are .15 for 15%. Would make base tf2 attributes very hard to work with. Attribute plugins wouldn't be as bad, but it would be unnecessary work.
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xXDeathreusXx
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Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 10-30-2015 , 19:46   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #723

Quote:
Originally Posted by Theray070696 View Post
Wouldn't really be feasable. Some attribute values are like that, but others are .15 for 15%. Would make base tf2 attributes very hard to work with. Attribute plugins wouldn't be as bad, but it would be unnecessary work.
Could have a conversion formula, but it's alot more work than it's worth for something so insignificant...
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Dr. Jekyll
Member
Join Date: Sep 2015
Old 10-30-2015 , 20:48   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #724

Quote:
Originally Posted by crafting View Post
You need to also update TF2items.
https://builds.limetech.org/?p=tf2items
That did the trick. Thanks!
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 11-01-2015 , 01:46   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #725

I think it's best that we not modify how TF2's default attributes work. That will only create confusion.

Imo, people who use 100 and 100% in their custom attribute plugins are being confusing because nothing in TF2's attributes work that way (onhit uber is always like 0.25 for example).

For custom attributes it's up to the coder though. I do 100.0 = 100% for cloak modify attributes because that's how cloak works. Same with rage meters, sniper charge, etc.
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The655
Member
Join Date: Jun 2015
Location: Malazia
Old 11-01-2015 , 13:20   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #726

Quote:
Originally Posted by doroemon View Post
sorry but....where's the inc file for "666"?
Updated.Also added 3 new attributes.
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doroemon
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Join Date: Dec 2009
Location: TF2 AFK Server
Old 11-02-2015 , 11:06   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #727

Quote:
Originally Posted by The655 View Post
Updated.Also added 3 new attributes.
Thanks a lot!
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Theray070696
Senior Member
Join Date: Sep 2014
Old 11-02-2015 , 11:11   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #728

Quote:
Originally Posted by The655 View Post
Updated.Also added 3 new attributes.
I just noticed sticky charge in your pack, it's also in aw2 attributes. Fight to the death to see who keeps it? :p
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 11-02-2015 , 12:00   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #729

Quote:
Originally Posted by The655 View Post
Updated.Also added 3 new attributes.
PM me your email and I'll invite you to join Trello so you can view the CW2 trello board and keep up with which AW2 atttibutes have been done.
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alexde5
Junior Member
Join Date: Nov 2014
Location: Florida
Old 11-05-2015 , 17:55   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #730

Does anyone know how to add tags to a weapon so that only admins can use these weapons and normal users can use these weapons...?
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