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FF2 Problems getting custom weapons working


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Arokhantos
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Join Date: Oct 2013
Old 10-28-2013 , 11:57   Problems getting custom weapons working
Reply With Quote #1

Whenever i have freak fortress 2 enabled custom weapons like rocket launcher don't work with ff2 enabled.
But it works fine when its disabled.

If no clue what could be causing this.
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Powerlord
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Join Date: Jun 2008
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Old 10-28-2013 , 12:05   Re: Problems getting custom weapons working
Reply With Quote #2

Freak Fortress 2 does a number of its own weapon overrides.
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Arokhantos
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Join Date: Oct 2013
Old 10-28-2013 , 12:21   Re: Problems getting custom weapons working
Reply With Quote #3

Quote:
Originally Posted by Powerlord View Post
Freak Fortress 2 does a number of its own weapon overrides.
How do i disable that ?
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Powerlord
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Old 10-28-2013 , 12:44   Re: Problems getting custom weapons working
Reply With Quote #4

Quote:
Originally Posted by Arokhantos View Post
How do i disable that ?
You'd have to comment out the code that does it in FF2 itself and then recompile it. There was a plan to move weapon adjustments to a separate file, but that probably died when I stopped doing development work on FF2.

Having said that, many of the adjustments to weapons in FF2 are to the player's advantage and removing them would unbalance the game in the Freaks' favor.
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Last edited by Powerlord; 10-28-2013 at 12:50.
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Arokhantos
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Join Date: Oct 2013
Old 10-28-2013 , 13:05   Re: Problems getting custom weapons working
Reply With Quote #5

I just want to improve the weapons my own way, and ff2 is stopping me from doing that.
also i dont known how to remove something and compile it either.

Last edited by Arokhantos; 10-28-2013 at 13:09.
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Wliu
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Join Date: Apr 2013
Old 10-28-2013 , 16:18   Re: Problems getting custom weapons working
Reply With Quote #6

Find the offending code.
Put // in front of each line or /* and then */ at the end of the offending code.
Drag-n-drop freak_fortress_2.sp on compile.exe.
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Arokhantos
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Join Date: Oct 2013
Old 10-28-2013 , 16:42   Re: Problems getting custom weapons working
Reply With Quote #7

If no idea how to code. or what to search for.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 10-28-2013 , 17:55   Re: Problems getting custom weapons working
Reply With Quote #8

1) I just told you what to do.
2) Ctrl+F the following:
public Action:TF2Items_OnGiveNamedItem
public Action:checkItems
public Action:OnTakeDamage and scroll down to switch(wepindex) (This one shouldn't be affecting your changes)
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Arokhantos
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Join Date: Oct 2013
Old 10-28-2013 , 18:28   Re: Problems getting custom weapons working
Reply With Quote #9

Like i say'd i'm clueless i tryit and compile just gives me an error.
I known simple stuff but not things like this.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 10-28-2013 , 21:25   Re: Problems getting custom weapons working
Reply With Quote #10

*sigh*
Gonna try a different way.
Ctrl+F to the OnGiveNamedItem method. See where it says switch(iItemDefinitionIndex) and then a bunch of case #s? Figure out what each # means (they're different weapons), and comment out the ones that you made custom attributes for.

EXAMPLE:
Code:
/*case 38, 457:  //Axtinguisher, Postal Pummeler
		{
			new Handle:hItemOverride=PrepareItemHandle(hItem, _, _, "", true);
				//NOOP
			if(hItemOverride!=INVALID_HANDLE)
			{
				hItem=hItemOverride;
				return Plugin_Changed;
			}
		}*/
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