Raised This Month: $93 Target: $400
 23% 

[TF2] Custom Weapons 3 (Beta 2)


Post New Thread Reply   
 
Thread Tools Display Modes
YoNer
Member
Join Date: Jul 2014
Old 07-28-2016 , 20:49   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #21

------------------------------------------------
--------------YoNer's Attributes-----------
------------------------------------------------

Version : 2.1


Overview

Currently this plugin only adds the below attribute.

"trigger command" "command"
Upon hitting a player (any team) the selected command (512 chars max) will be executed on the server the plugin will also parse the command and replace all instances of "{target}" with the player that was hit
Example:

'sm_slay {target}'

If player "TommyGunn" is hit 'sm_slay {target}' will be executed as 'sm_slay "TommyGunn"' on the server
Changelog

2.1 7/28/2016
Ported for Custom Weapons 3

1.1 7/15/2016
Updated to use ClientUserId instead of the clients name for security (Thanks nosoop!)

1.0 7/12/2016
First release




A little history

When I found Orion's Attributes for this plugin, which included the "Kick-Ban on Hit-Kill" attribute. I went ahead and made an actual Ban Hammer for TF2, by applying that to the Necro Smasher, which proved a great deal of fun.

However, I had to deactivate Orion's Attributes due to some issues with it's implementation of Hud Texts conflicting with other plugins I frequently use on my server (basically, having Orion's activated, even when not applied to any weapons, would cause Hud Text prints to not be visible most of the times. If anyone has a clue on how to fix, please tell me)

So, I still wanted to be able to Ban Hammer people into submission, without plugins conflicts (I could load custom-attributes or orion's on a case by case basis, I know) but that got me thinking if there was any plugins that allowed you to bind commands to a weapon, that's when I found Trigger Commands plugin by Chase.

Now this and old plugin that required DukeHacks and was never updated, so I couldn't get it to work (In my life I coded mostly in Basic and that was back in highscool). Also, the plugin wasn't exactly what I was looking for since it tied a preconfigured list of commands to some weapon events, I wanted to be able to make weapons on the go via commands and make them available only to a specific player, like Custom Weapon lets you.

So finally I decided to dust whatever amount of programing skills I had and decided to see if I was able to adapt both Orion's attributes and Trigger Commands. In the end I started basing my work on the basic-attributes plugin code included by MasterOfTheXP in the first post. They where clearly commented and were a great help to start tinkering and figuring out what changed I needed to do in order to add an extra attribute to that plugin to see if my concept worked. I took the code that parsed the command and actually executs it from Trigger Commands

After many attempts I was finally able to get it working and so I decided to release the attribute as a separate plugin to keep it tidy and be able to more easily add others I may want to add in the future. I removed all other attributes in the original code and kinda kept the structure (I removed most of the comments since I only used one type of event hook at the moment and in context most of them would not have made much sense otherwise, also I can always go back to the source code should I need to add other hooks or need to refresh my memory on what does what)

Anyway... Give me any suggestions, corrections or ideas you may have, I'm open to include them if I am able to code them and they are not two complex :-P


Thanks

MasterOfTheXP for his Custom Weapons and Attributes plugins
Mr. Orion for his Attributes plugin
Chase for his Trigger Commands plugin
Attached Files
File Type: sp Get Plugin or Get Source (yoners.sp - 394 views - 4.0 KB)
File Type: smx yoners.smx (8.9 KB, 538 views)
YoNer is offline
KaidemonLP
Member
Join Date: Jul 2016
Old 07-29-2016 , 04:32   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #22

Quote:
Originally Posted by Theray070696 View Post
Change "attributes" to "cw3_attributes".
I changed it and it still doesnt work. It looks like this now
"Laughing psychopath"
{
"classes"
{
"spy" "2"
}
"baseclass" "knife"
"baseindex" "4"
"nobots" "1"
"quality" "6"
"logname" "psycopath"
"description" "Laught all the way"

"cw3_attributes"
{
"crit does no damage"
{
"plugin" "tf2attributes"
"value" "1"
}
"crit forces victim to laugh"
{
"plugin" "tf2attributes"
"value" "1"
}
"No Backstab"
{
"plugin" "moreaw2"
"value" "40"
}

}
}
And sorry for wasting your time.
KaidemonLP is offline
Theray070696
Senior Member
Join Date: Sep 2014
Old 07-30-2016 , 14:46   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #23

Quote:
Originally Posted by KaidemonLP View Post
I changed it and it still doesnt work. It looks like this now
"Laughing psychopath"
{
"classes"
{
"spy" "2"
}
"baseclass" "knife"
"baseindex" "4"
"nobots" "1"
"quality" "6"
"logname" "psycopath"
"description" "Laught all the way"

"cw3_attributes"
{
"crit does no damage"
{
"plugin" "tf2attributes"
"value" "1"
}
"crit forces victim to laugh"
{
"plugin" "tf2attributes"
"value" "1"
}
"No Backstab"
{
"plugin" "moreaw2"
"value" "40"
}

}
}
And sorry for wasting your time.
Wait! I think I see the issue! Make "no backstab" all lowercase. Looks like Orion might not be ignoring casing for attribute names.

Quote:
Originally Posted by YoNer View Post
<snip>
Added to OP.
__________________
Theray070696 is offline
Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 07-31-2016 , 04:25   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #24

Here is a fixed version of cw3-attributes.

The .inc now properly marks natives as optional.

Added native FireOnWeaponRemoved to allow other plugins to clear custom cw3 attributes if needed.

Also includes a fix to theray's fix to AddAttribute which was missing the "while active" parameter.
Attached Files
File Type: zip cw3-attributes.zip (15.1 KB, 111 views)
__________________
Chdata is offline
Theray070696
Senior Member
Join Date: Sep 2014
Old 07-31-2016 , 17:37   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #25

Quote:
Originally Posted by Chdata View Post
Here is a fixed version of cw3-attributes.

The .inc now properly marks natives as optional.

Added native FireOnWeaponRemoved to allow other plugins to clear custom cw3 attributes if needed.

Also includes a fix to theray's fix to AddAttribute which was missing the "while active" parameter.
I'll merge this into the official build tonight, the attribute resetting was implemented before you pushed this (I think. on mobile)
__________________
Theray070696 is offline
alexde5
Junior Member
Join Date: Nov 2014
Location: Florida
Old 08-02-2016 , 10:39   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #26

Is there a way to limit weapons to Admins, VIP's, mods, ect?
Because that would be useful.
alexde5 is offline
Theray070696
Senior Member
Join Date: Sep 2014
Old 08-02-2016 , 10:41   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #27

Quote:
Originally Posted by alexde5 View Post
Is there a way to limit weapons to Admins, VIP's, mods, ect?
Because that would be useful.
Yes, use the "flag" or "flags" key in a weapons config, and type the flag(s) of the player(s) that are allowed to use the weapon in there
__________________
Theray070696 is offline
KaidemonLP
Member
Join Date: Jul 2016
Old 08-05-2016 , 09:54   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #28

Quote:
Originally Posted by Theray070696 View Post
Wait! I think I see the issue! Make "no backstab" all lowercase. Looks like Orion might not be ignoring casing for attribute names.



Added to OP.
Thank you. Works now. Im sory for taking your time.
KaidemonLP is offline
KaidemonLP
Member
Join Date: Jul 2016
Old 08-06-2016 , 09:04   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #29

I searched the internet to try to find a attribute mod that allows to give disguise as victiom on kill but i just coudnt find it and i am only in the beginner stage of programing so my question is if anyone knows someone who made a attribute like that. I dotn mean disguise on backstab i realy mean on kill because i want to make a revolver that when you kill someone you teleport to their place and disguise as them.

+ Is it possible to make a bullet heal a player/building

Last edited by KaidemonLP; 08-06-2016 at 12:08.
KaidemonLP is offline
alexde5
Junior Member
Join Date: Nov 2014
Location: Florida
Old 08-14-2016 , 19:55   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #30

When using the sm_cw3_onlyteam command, it doesn't seem to work right on either players or bots. at first I can't equip the weapon I want because I'm on RED and BLU can equip custom weapons. Except if I respawn or touch a resupply locker, I can get the weapon.
alexde5 is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 20:48.


Powered by vBulletin®
Copyright ©2000 - 2019, vBulletin Solutions, Inc.
Theme made by Freecode