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[TF2Items] Give Weapon (v3.14159, 11/29/2013)


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Benjamuffin
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Join Date: Jul 2010
Location: United States
Old 02-04-2011 , 08:09   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #191

Quote:
Originally Posted by asherkin View Post
Maybe all those should be removed as well?
Fair enough on removing the others that are unaccesible, but as I said, the new items will have crafting recipies. So how does that make them different from unlockable items from the class updates?

I understand that the issue with hats was made very clear, but if we start down the same path with this plugin without Valve's doing, then this plugin pretty much dies because there is no justification to not remove all but the stock.

If one was to remove all the more apparent ones (stated before), then the others would have to go due to the fact that players shouldn't be able to use these weapons on anything other than the class the weapon was made for, players shouldn't be able to give themselves achievement unlocks, players shouldn't be able to give themselves ANY of these to begin with, the list goes on.

I think the paranoia needs to take a side step until it becomes clear this is not acceptable. Otherwise there is little point in this plugin existing.

Edit: Slightly off topic, but I posted in your Dodgeball plugin thread before asherkin.
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ninjamaica
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Join Date: Feb 2011
Old 02-04-2011 , 10:21   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #192

i've already added the 2 new rift items to the plugin myself. the coding in this is so simple, it made it easy.

funnily enough, all the custom stuff i had made and given rarity2 to, they're now "genuine".
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Regis
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Join Date: Sep 2009
Old 02-04-2011 , 15:10   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #193

If this plugin gets nerfed I just have to hope EHG will post his version that can give you any item, even hats on the fly without using that ball and chain attachables extension.
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ninjamaica
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Join Date: Feb 2011
Old 02-04-2011 , 15:36   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #194

EDIT: Seems I screwed something up, as the weapon shows up invisible on other classes. Looking at items_game.txt to see if I used the wrong tf_weapon.

Last edited by ninjamaica; 02-04-2011 at 16:30.
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jameless
Veteran Member
Join Date: Jan 2010
Old 02-04-2011 , 15:51   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #195

Hey guys, when voogru puts out a strong warning, I know I would heed it.
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Sorrowfire
Member
Join Date: Jul 2010
Location: <Missing String>
Old 02-04-2011 , 17:26   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #196

I just thought i would pop back in and check on how the Plug-in has been coming along. But yeah, love what you have done with it Sarge! But hey, if you ever want to take a break from adding new weapons just gimme a PM, and i will gladly make/post up an updated version as a new reply.

Anyways, i wanted to post an updated version as a reply yesterday but i was so tired i never got around to it.

So thank you ninjamaica for beating me to the punch

Ps: My opinion on the promo items are, so long as they stay the unique quality, there should be no problems. As they are able to be crafted after rift is out.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 02-05-2011 , 00:40   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #197

The new plugins is compiled and ready to go, but I'm attempting to add the Targe emulation for all classes.

New features include:
*Rift weapons (non-genuine, possibly will remove or at least make it a normal bat/fireaxe with the attribs)
*Wearable Weapons (targe gunboats razorback danger shield)
*A jar of ants
*WorldModel changes for the custom model weapons (e.g. when you taunt).
*I forget what else.

Also Benjamuffin, stop talking please. Just a request.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 02-05-2011 , 01:59   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #198

Quote:
Originally Posted by Benjamuffin View Post
-snip-
but I don't see why it can't be included when items such as
-snip-
Then the Valve and Community quality items might need to go too...
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Last edited by DarthNinja; 02-05-2011 at 02:03.
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Benjamuffin
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Join Date: Jul 2010
Location: United States
Old 02-05-2011 , 02:08   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #199

Quote:
Originally Posted by FlaminSarge View Post
Also Benjamuffin, stop talking please. Just a request.
Ouch? Being a fan of your plugins, there's no need to be callous...
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Sorrowfire
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Join Date: Jul 2010
Location: <Missing String>
Old 02-05-2011 , 08:45   Re: [TF2Items] Give Weapon (v2.61, 01/09/2011)
Reply With Quote #200

Quote:
Originally Posted by FlaminSarge View Post
The new plugins is compiled and ready to go, but I'm attempting to add the Targe emulation for all classes.

New features include:
*Rift weapons (non-genuine, possibly will remove or at least make it a normal bat/fireaxe with the attribs)
*Wearable Weapons (targe gunboats razorback danger shield)
*A jar of ants
*WorldModel changes for the custom model weapons (e.g. when you taunt).
*I forget what else.

Also Benjamuffin, stop talking please. Just a request.
A jar of ants? Ohh i have to see this

As for the Rift weapons, if you feel so bad about them Sarge, why not just remove them until they are freely available (and craft-able) to everyone? (March 1st i think)

Ps: I was messing around with the plug-in last night, i didn't want to add a new custom model just to try this out but i was wondering... I really wanted to make flaming fists without any model attached. Problem being is that Gunslinger and Fists have no model to attach the fire particle effect to. Do you know any way to have the model invisible for both the client and players on the server?

Code:
//Flaming Fists
    SetTrieString(g_hItemInfoTrie, "350_classname", "tf_weapon_wrench");
    SetTrieValue(g_hItemInfoTrie, "350_index", 310);
    SetTrieValue(g_hItemInfoTrie, "350_slot", 2);
    SetTrieValue(g_hItemInfoTrie, "350_quality", 4);
    SetTrieValue(g_hItemInfoTrie, "350_level", 17);
    SetTrieString(g_hItemInfoTrie, "350_attribs", "134 ; 13 ; 208 ; 1 ; 150 ; 1");
    SetTrieValue(g_hItemInfoTrie, "350_ammo", -1);
    SetTrieString(g_hItemInfoTrie, "350_model", "models/player/items/all_class/p2_pin.mdl");
Is what i have so far, it will make it appear as flaming bear-claws to the client but to everyone else it will be invisible (Blacklisted model)

And yes, its classname is supposed to be a wrench so i could get the golden wrench attribute to work.

Last edited by Sorrowfire; 02-05-2011 at 08:54. Reason: Scratch the last edit
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