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[TF2] Fake Items (1.2)


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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 01-11-2011 , 12:57   Re: [TF2] Fake Items (1.1)
Reply With Quote #21

What Ginxeng said.. Mind making this to work with fake items as well?
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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 01-12-2011 , 01:34   Re: [TF2] Fake Items (1.2)
Reply With Quote #22

Updated to 1.2, fixing a bug where you couldn't fake stock weapons. Thanks to 404 for the notice!


Quote:
Originally Posted by Ginxeng View Post
Is there a way we can make up fake items names. With Jindos plugin I can type any weapon I want even if its not a real item and it would work. Kinda hard trying remember that weapon list.
That's impossible, I'm afraid. At least, while still keeping the colours.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 01-12-2011 , 22:29   Re: [TF2] Fake Items (1.2)
Reply With Quote #23

Mecha, if I remember correctly there's a way to spoof colors. I saw somebody else doing it in trade chat. Which doesn't even use anything tf2-color-related.
So it should be possible.

Also, I think I figured out targe give
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ninjamaica
BANNED
Join Date: Feb 2011
Old 02-04-2011 , 17:53   Re: [TF2] Fake Items (1.2)
Reply With Quote #24

Since this hasn't been updated yet, I took it upon myself to update it with the following:

- Genuine rarity
- New obtain methods;
-- wrap = "<user> has wrapped a gift: <item>"
-- purchase = "<user> has purchased: <item>"
-- refund = "<user> has been refunded: <item>"
Attached Files
File Type: smx [TF2] fake_items.smx (4.6 KB, 123 views)
File Type: sp Get Plugin or Get Source ([TF2] fake_items.sp - 296 views - 5.7 KB)
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 02-14-2011 , 21:36   Re: [TF2] Fake Items (1.2)
Reply With Quote #25

Quote:
] sm_fakeitem Mecha TF_TTG_MaxsHat unusual craft
Unknown command: sm_fakeitem
Quote:
] sm_fakeitem
[SM] Usage: sm_fakeitem <#userid|name> <item> <rarity> <obtainmethod>
Very.. very weird. Gives unknown command at invalid name.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-10-2012 , 18:44   Re: [TF2] Fake Items (1.2)
Reply With Quote #26

Quote:
Originally Posted by FlaminSarge View Post
Mecha, if I remember correctly there's a way to spoof colors. I saw somebody else doing it in trade chat. Which doesn't even use anything tf2-color-related.
So it should be possible.

Also, I think I figured out targe give
As of 20 minutes ago, it's very easy to spoof chat colors.
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Last edited by Powerlord; 05-10-2012 at 18:44.
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Kahl_Drogo
Senior Member
Join Date: Apr 2012
Old 08-21-2012 , 07:38   Re: [TF2] Fake Items (1.2)
Reply With Quote #27

Error log:
Code:
L 08/21/2012 - 13:35:54: [SM] Displaying call stack trace for plugin "[TF2] fake_items.smx":
L 08/21/2012 - 13:35:54: [SM] [0] Line 103, E:\Sourcemod\sourcemod 1.3\addons\sourcemod\scripting\include\commandfilters.inc::ReplyToTargetError()
L 08/21/2012 - 13:35:54: [SM] [1] Line 103, E:\Sourcemod\sourcemod 1.3\addons\sourcemod\scripting\[TF2] fake_items.sp::CommandFakeItem()
Any idea what's wrong?
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 08-21-2012 , 12:17   Re: [TF2] Fake Items (1.2)
Reply With Quote #28

Quote:
Originally Posted by Kahl_Drogo View Post
Error log:
Code:
L 08/21/2012 - 13:35:54: [SM] Displaying call stack trace for plugin "[TF2] fake_items.smx":
L 08/21/2012 - 13:35:54: [SM] [0] Line 103, E:\Sourcemod\sourcemod 1.3\addons\sourcemod\scripting\include\commandfilters.inc::ReplyToTargetError()
L 08/21/2012 - 13:35:54: [SM] [1] Line 103, E:\Sourcemod\sourcemod 1.3\addons\sourcemod\scripting\[TF2] fake_items.sp::CommandFakeItem()
Any idea what's wrong?
Not since you failed to include the actual error part of the stack trace.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 08-21-2012 , 12:23   Re: [TF2] Fake Items (1.2)
Reply With Quote #29

Actually, this plugin won't function at all because it uses the item classname in the event (which is the old event format).
Currently items are defined in the event using the item definition index.

Here is a replacement I wrote some time ago:
https://forums.alliedmods.net/showthread.php?p=1553366
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