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


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Theray070696
Senior Member
Join Date: Sep 2014
Old 01-04-2016 , 21:08   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #801

Quote:
Originally Posted by Zethax View Post
Could someone please make a guide or something for making custom weapon models work? I really don't understand how this stuff works.
I just tried again and the weapon model was the base weapon (in my case the Quickiebomb Launcher).
Sounds like the old github build, the one before we fixed that issue.
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Zethax
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Join Date: Sep 2015
Location: In my couch
Old 01-04-2016 , 21:14   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #802

Quote:
Originally Posted by Theray070696 View Post
Sounds like the old github build, the one before we fixed that issue.
Nope. I updated my Custom Weapons plugin just today after you mentioned that old github build earlier.
Also, it doesn't help that this is such a little known plugin because there are NO guides on this model thing.
The only reason I came to discover this plugin is because I was relentlessly searching on google for a week trying to find a way to edit the items_game.txt file after the Love and war update.

Last edited by Zethax; 01-04-2016 at 21:16.
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Theray070696
Senior Member
Join Date: Sep 2014
Old 01-04-2016 , 21:18   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #803

Quote:
Originally Posted by Zethax View Post
Nope. I updated my Custom Weapons plugin just today after you mentioned that old github build earlier.
Also, it doesn't help that this is such a little known plugin because there are NO guides on this model thing.
The only reason I came to discover this plugin is because I was relentlessly searching on google for a week trying to find a way to edit the items_game.txt file after the Love and war update.
Send me your weapon config, might be able to see an issue
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Zethax
Member
Join Date: Sep 2015
Location: In my couch
Old 01-04-2016 , 21:26   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #804

Quote:
Originally Posted by Theray070696 View Post
Send me your weapon config, might be able to see an issue

"Iron Defense Solution"
{
"classes"
{
"demoman" "1"
}
"baseclass" "pipebomblauncher"
"baseindex" "1150"
"mag" "6"
"logname" "iron_defender"
"description" "Sticky bombs detonate into 3 minibombs that deal 70 damage each\nand have half the blast of the default sticky bomb\nAble to destroy enemy stickies\n \n-2 Sticky bombs out\n-0.5 Sec longer sticky arm time\n-25% Smaller clip size\nNo random crits"
"attributes"
{
"frag grenade attr"
{
"plugin" "orion"
"value" "3 70 73 1"
}
"stickies detonate stickies"
{
"plugin" "tf2attributes"
"value" "1"
}
"damage bonus"
{
"plugin" "tf2attributes"
"value" "1.15"
}
"clip size penalty"
{
"plugin" "tf2attributes"
"value" "0.75"
}
"sticky arm time penalty"
{
"plugin" "tf2attributes"
"value" "0.5"
}
"max pipebombs decreased"
{
"plugin" "tf2attributes"
"value" "-2"
}
"crit mod disabled"
{
"plugin" "tf2attributes"
"value" "0"
}
}
"sound"
{
"player"
{
"find" ")weapons/air_burster_shoot.wav"
"replace" "weapons/tacky_grenadier_shoot.wav"
"level" "75"
}
}
"viewmodel"
{
"modelname" "weapons/c_models/c_iron_defender.mdl"
"attachment" "1"
"pos" "-0.404586 9.842945 -0.564997"
"ang" "196.360031 -93.675498 -8.855489"
}
"worldmodel"
{
"modelname" "weapons/c_models/c_iron_defender.mdl"
"attachment" "9"
"pos" "-0.404586 9.842945 -0.564997"
"ang" "196.360031 -93.675498 -8.855489"
}
}
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Theray070696
Senior Member
Join Date: Sep 2014
Old 01-04-2016 , 21:30   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #805

Remove the attachment, pos and ang lines in the worldmodel and viewmodel parts. See if it works then.
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Last edited by Theray070696; 01-04-2016 at 21:31.
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MaSerkzn
Member
Join Date: Mar 2012
Location: Mother Russia
Old 01-05-2016 , 02:07   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #806

How to fix this ? :V
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 01-05-2016 , 03:37   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #807

Quote:
Originally Posted by MaSerkzn View Post
How to fix this ? :V
Spoiler
Ah, the dreaded lighting glitch. We've got a card up on our Trello about this issue. We're looking into it.
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Zethax
Member
Join Date: Sep 2015
Location: In my couch
Old 01-08-2016 , 22:20   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #808

OK. So I got the custom models to work (it was the fact that there was ONE folder missing from the directory) but now I'm having trouble applying the Giant Heavy minigun sounds to my minigun.
I know why (It's directing it to the 'hl2_sound_misc_dir.vpk' instead of 'tf2_sound_misc_dir.vpk') I just need to know how to direct it to tf2_sound_misc_dir.vpk instead, if there is a way to do that at all.
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crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 01-09-2016 , 00:25   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #809

Quote:
Originally Posted by Zethax View Post
OK. So I got the custom models to work (it was the fact that there was ONE folder missing from the directory) but now I'm having trouble applying the Giant Heavy minigun sounds to my minigun.
I know why (It's directing it to the 'hl2_sound_misc_dir.vpk' instead of 'tf2_sound_misc_dir.vpk') I just need to know how to direct it to tf2_sound_misc_dir.vpk instead, if there is a way to do that at all.
Currently, minigun sounds can't be added/changed. Chdata worked on full sound replacement, but has been working on the Saxton Hale mod.
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MaSerkzn
Member
Join Date: Mar 2012
Location: Mother Russia
Old 01-10-2016 , 09:42   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #810

Is it possible to replace projectile models/particles ?
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