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TF2Items - Items with custom attributes.


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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 05-09-2011 , 08:45   Re: TF2Items - Items with custom attributes.
#841

Quote:
Originally Posted by clutchh View Post
Ah alright, it works. I wish there was a way to let people turn it on/off on the fly while in the server. It would make for a good perk weapon thing.
ummm... there is. tf2items_enable tf2items_disable

needs a respawn or trip to the weps locker to take effect
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 05-09-2011 , 12:13   Re: TF2Items - Items with custom attributes.
#842

Quote:
Originally Posted by clutchh View Post
I wish there was a way to let people turn it on/off on the fly while in the server.
You could adapt something from my plugin:
http://forums.alliedmods.net/showthread.php?p=1353985
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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 05-09-2011 , 14:53   Re: TF2Items - Items with custom attributes.
#843

Quote:
Originally Posted by DarthNinja View Post
You could adapt something from my plugin:
http://forums.alliedmods.net/showthread.php?p=1353985
No need to re-invent the wheel again I think

tf2items_enable - player enables custom items for himself
tf2items_disable - player disables custom items for himself.
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Old 05-09-2011, 21:08
cybersquare420
This message has been deleted by psychonic. Reason: unnecessary
DarthNinja
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Join Date: Mar 2009
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Old 05-09-2011 , 22:28   Re: TF2Items - Items with custom attributes.
#844

I forgot that was per-user and not global.
Still though, that would enable/disable everything for that user, not just one effect, and it wont let them change the effect ether.
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 05-10-2011 , 17:31   Re: TF2Items - Items with custom attributes.
#845

Actually, it only disables hat and item effects. Not weapon effects. :/
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-10-2011 , 23:26   Re: TF2Items - Items with custom attributes.
#846

They have to full-on get a new weapon set for it to turn it off. This means changing class, getting a non-standard item via giveweapon or something then touching a locker, etc.
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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 05-14-2011 , 08:51   Re: TF2Items - Items with custom attributes.
#847

Is it just me or is TF2Items acting strange?

Giving the normal fists to a Heavy applies the GRU's damage-per-second attribute. Giving the Fists of Steel applies the taunt-on-kill attribute.

It all used to work a few days ago, what's going on? o_o

edit: here's a picture
[img]http://img171.**************/img171/3205/whatinthe.png[/img]
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Last edited by Mecha the Slag; 05-14-2011 at 09:01.
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Pawn 3-pg
Senior Member
Join Date: Jul 2009
Old 05-14-2011 , 11:39   Re: TF2Items - Items with custom attributes.
#848

Quote:
Originally Posted by Mecha the Slag View Post
Is it just me or is TF2Items acting strange?
I think it's just you. I just tested it and everything is working fine on my server.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-14-2011 , 23:09   Re: TF2Items - Items with custom attributes.
#849

No problems on my end. Are you overriding on TF2Items_OnGiveNamedItem or doing TF2Items_GiveNamedItem, EquipPlayerWeapon?
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 05-19-2011 , 10:14   Re: TF2Items - Items with custom attributes.
#850

Hey Guys,

Started fooling with this and is pretty fun so far but a few people keep saying that:

1, 13 or 14 under "attribute_controlled_attached_particles"

isn't burning flame? For instance adding burning flame to sun on a stick:

"349"//sun on a stick
{
"1" "134 ; 1.0"//particle
"2" "20 ; 1.0"//crit vs burning players
"3" "1 ; 0.75"//damage penalty
}

Any clarification on "burning flame" and "correct" attribute key? I myself really never that concerned with the various effects so not sure the perhaps subtle differences?

Maybe this has been discussed as well but I am only on page 41 of posts so far LOL and when going to edit earbuds I noticed:

"attached_particlesystem" "headphone_note"s and for treasure hat "coin_spin"

Any chance we can assign those particles to other things?

Last edited by MaloModo; 05-19-2011 at 10:32.
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