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


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Jaster
Member
Join Date: Jul 2014
Old 09-02-2014 , 15:26   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #251

Quote:
Originally Posted by Theray070696 View Post
When I get to my computer that hosts my server (college now), I could post some AW2 attributes I ported to Custom Weapons. The code is mostly copied from AW2, just tweaked so it works with Custom Weapons 2. I could also post some weapons from AW2 that work with CW2. It's a WIP, but I haven't found any bugs that crash servers, yet.



I have the fastcloak on backstab attribute from AW2 in this addon, it works like you described. I also have a weapon that uses it.
Oh nice, we honestly need more attributes from AW2, so many of them are just epic.

Quote:
Originally Posted by MasterOfTheXP View Post
Just a reminder/heads-up to everyone: the update (read: rewrite) I announced a few posts above is now under construction...and making progress alarmingly fast, actually. This isn't just one of those "lol I'm working on it occasionally" things of mine, either; I was actually working on it as Theray posted. I know you guys are interested in this plugin, and I know I haven't updated this "beta" in half a year now (wow...) so I'm aiming to get this update done as soon as possible.

That said, it is going to "break" all content for the plugin so far. Break, as in, all content will have to be brought up-to-date a little bit. The weapon config format is being changed up quite a bit, and attributes plugins...well, actually, I'm still planning those so that they'll be even easier to create, and provide their attributes in a much, much more flexible way. But hopefully the changes for attributes plugins will be somewhat "opt-in", in that if you don't have time to update it completely, you'll be able to just Find+Replace some words in the code, recompile, and have it still work. We'll see.

Trust me, though; it'll aaaall be worth it in the end.

EDIT: I forgot...even though I think these changes will be incredibly easy to adapt to, I'll probably be creating a converter plugin (or feature...?) which'll update your weapon configs for you, allowing you to make use of the new features right away. Same thing could probably also apply for attributes plugin source code, though as I said above, using the old attributes plugin format won't be as flexible as the new one.
Good to hear.

Last edited by Jaster; 09-17-2014 at 22:08.
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Theray070696
Senior Member
Join Date: Sep 2014
Old 09-02-2014 , 19:55   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #252

AW2 Attributes:
Spoiler


Rays Attributes:
Spoiler


Amp-Node Attributes:
Spoiler


What I'm Working On:
Spoiler


Weapons are in the AW2 Weapons.zip file. None of them currently have a custom model. That will come when visible weapons are fixed.
Download the .zip files of the attributes you want.
If you're using Amp Node Attributes, install all the plugins in the .zip, and install both Repair Node Model.zip and Amplifier.zip to your server and fastdl.
Sources are in the .zip files they belong to. RayLib might be needed to compile some of these.
Attached Files
File Type: zip AW2 Weapons.zip (6.1 KB, 797 views)
File Type: inc RayLib.inc (4.1 KB, 637 views)
File Type: zip Repair Node Model.zip (5.05 MB, 509 views)
File Type: zip Amplifier.zip (1.44 MB, 476 views)
File Type: zip advanced-weaponiser-2-attributes.zip (69.3 KB, 813 views)
File Type: zip amp_node.zip (91.5 KB, 487 views)
File Type: zip rays-attributes.zip (32.2 KB, 556 views)
__________________

Last edited by Theray070696; 03-21-2016 at 08:54. Reason: New Version of rays-attributes
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Jaster
Member
Join Date: Jul 2014
Old 09-03-2014 , 00:53   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #253

Quote:
Originally Posted by Theray070696 View Post
Ok, here it is. My WIP porting of Advanced Weaponiser 2 attributes to Custom Weapons 2.

Current attributes:
  • "fastcloak on backstab" any value will activate it, instant cloak upon backstab
  • "projectiles bounce" value: number of times the projectile may bounce
  • "no headshots" no headshot fix, ported it because I felt like it
  • "earthquake on rocket jump land" any value will activate it, when landing after a rocket jump while a weapon with this attribute is equipped, it will cause an earthquake, knocking enemies back
  • "reload clip on damage" (Not working ATM) value: max clip size, NOTE: this doesn't increase the max clip size of the weapon, that has to be done as well.

Current weapons included:
  • The Marauder's Mace: Causes an earthquake while the weapon is out and you hit the ground after a rocket jump.
  • The Penetrator: Projectiles bounce once, penetrate players. But it doesn't headshot.
  • Shotgun Bride: Loads three shots, and shoots them in rapid succession. The shots have travel time.
  • The Stab-n-Away: Instant cloak upon backstab.
  • Maxine: No movement speed penalty when revved up, however this weapon drains 10 ammo per second it is deployed. No ammo from dispensers while active. It also has a 25% damage penalty.
  • The Survivalist's Slugger (Not working ATM): For every 50 damage you do with any weapon, you get one shot with this weapon up to 12 shots. There are 20% more bullets, but they are less accurate. You also cannot manually reload this (1000% longer reload time, could reload one shot if you waited 3 hours ).

Weapons are in the zip file. None of them currently have a custom model. That will come when I find them all.
Download the .smx file, DO NOT CLICK GET PLUGIN. It will not compile on the forums.
Source is also below.
Thank you very much for these ray and am looking forward to the rest of the attributes you port .
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Mr.Orion
Senior Member
Join Date: Apr 2012
Location: In my microwave.
Old 09-04-2014 , 13:11   Orion's attributes packs : UPDATE !!
Reply With Quote #254

________________________________
//* == [ ORION'S ATTRIBUTES ] == *\\
------------------------------------------------


UPDATED : 12/08/2015 : Version : 1.01/1.00/1.00

¥ Requests :


¥ A non-explained list of 126 attributes :


¥ Changelog :


¥ Known Bug :


Attached Files
File Type: zip Orion's Attributes Packs [UPDATED 12-08-15].zip (213.1 KB, 877 views)

Last edited by Mr.Orion; 12-08-2015 at 16:40.
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tinkiewinkeh
Junior Member
Join Date: Jul 2014
Old 09-05-2014 , 16:12   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #255

hi, i'm srry but i got a little bit of a problem here...
...i would like to know: using this system of sourcepawn, is there any way to insert ....like...hype...as in...a hype meter for idunno stuff like kritz/resistance/or a speed boost witch can be activated on the weapon at any time ....OR pops of when max hype proceeded, nothing like a banner or a crit - a - cola
It would be altogether like a great attribute, but i don't see anyway to implement a damageraising system wich happens in addition to random weapons...not specifics......
.......frikking valve shouldn't make weapons data so...
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....
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Last edited by tinkiewinkeh; 09-05-2014 at 16:13.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 09-05-2014 , 16:39   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #256

Quote:
Originally Posted by Mr.Orion View Post
PHP Code:
#include <sourcemod> 
That's odd...I thought <sourcemod> was included automatically by the compiler.

Also, I'm really sorry that I'm not quite able to check out all of your stuff at the moment, guys thanks for sharing it, though!
Quote:
Originally Posted by tinkiewinkeh View Post
...i would like to know: using this system of sourcepawn, is there any way to insert ....like...hype...as in...a hype meter for idunno stuff like kritz/resistance/or a speed boost witch can be activated on the weapon at any time ....OR pops of when max hype proceeded, nothing like a banner or a crit - a - cola
It would be altogether like a great attribute, but i don't see anyway to implement a damageraising system wich happens in addition to random weapons...not specifics......
.......frikking valve shouldn't make weapons data so...
You could totally make a Rage-like system for any weapon, if that's what you're asking. Check out the Soda Popper Redux (pretty sure I've released that) it has a meter like that. Although the drain is...iffy.
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Mr.Orion
Senior Member
Join Date: Apr 2012
Location: In my microwave.
Old 09-05-2014 , 19:28   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #257

Quote:
Originally Posted by tinkiewinkeh View Post
hi, i'm srry but i got a little bit of a problem here...
...i would like to know: using this system of sourcepawn, is there any way to insert ....like...hype...as in...a hype meter for idunno stuff like kritz/resistance/or a speed boost witch can be activated on the weapon at any time ....OR pops of when max hype proceeded, nothing like a banner or a crit - a - cola
It would be altogether like a great attribute, but i don't see anyway to implement a damageraising system wich happens in addition to random weapons...not specifics......
.......frikking valve shouldn't make weapons data so...
Look at the Master's stuffs and FF2's rage meter thingy !
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Lolkat
Junior Member
Join Date: Aug 2014
Old 09-05-2014 , 20:03   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #258

Some things.
First, orion doesnt load for me: http://puu.sh/bn8vh/18a8406f77.png
and second, the AW2 and some normal attribs dont seem to work for me. On the weapons packaged with them they dont work at all, but for certain weapons like the soda popper redux they work fine. The Marauder's Mace from the AW2 weapons doesn't make an earthquake and the Stab-And-Away doesnt cloak on backstab and makes a weird thing in console about it not being applied right or having an error?

Also, Im kinda wondering how the workshop weapons pack was made. Did you hex the models or something?
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Theray070696
Senior Member
Join Date: Sep 2014
Old 09-05-2014 , 20:07   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #259

Quote:
Originally Posted by Lolkat View Post
Some things.
First, orion doesnt load for me: http://puu.sh/bn8vh/18a8406f77.png
and second, the AW2 and some normal attribs dont seem to work for me. On the weapons packaged with them they dont work at all, but for certain weapons like the soda popper redux they work fine. The Marauder's Mace from the AW2 weapons doesn't make an earthquake and the Stab-And-Away doesnt cloak on backstab and makes a weird thing in console about it not being applied right or having an error?

Also, Im kinda wondering how the workshop weapons pack was made. Did you hex the models or something?
Do you have the Marauder's Mace out when you land? It has to be out before you hit the ground. As for the Stab-n-Away, it's working for me. The damage reloads attribute I'm working on now, almost got it working correctly.
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Lolkat
Junior Member
Join Date: Aug 2014
Old 09-05-2014 , 20:30   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #260

Quote:
Originally Posted by Theray070696 View Post
Do you have the Marauder's Mace out when you land? It has to be out before you hit the ground. As for the Stab-n-Away, it's working for me. The damage reloads attribute I'm working on now, almost got it working correctly.
I think it might be an issue with my copy of the plugin or my copy of sourcemod. Ill have to try reinstalling.

On another note, I'm going to be releasing a bunch of weapons over time starting with 4 heavy weapons. Im making a demonstration video that shows off each weapon in the pack, and I'll release the pack alongside the video.

Edit: Im having some trouble creating an item such as the mantreads. I was trying to make an item that gave some health and some regen when equipped, but it wouldnt let me equip it.

Code:
"Battle Armor"
{
    "classes"
    {
        "soldier"    "1"
    }
    "baseclass"        "wearable"
    "baseindex"        "444"
    "logname"        "helm"
    "killicon"        "helm"
    "description"    "WiP"
    "attributes"
    {
        "health regen"
        {
            "plugin"    "tf2attributes"
            "value"        "5.0"
        }
        "max health additive bonus"
        {
            "plugin"    "tf2attributes"
            "value"        "25.0"
        }
    }
}

Last edited by Lolkat; 09-06-2014 at 00:16.
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