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Botkiller weapons glitch? (Fixed)


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Chdata
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Join Date: Aug 2012
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Old 12-22-2013 , 12:58   Botkiller weapons glitch? (Fixed)
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So in VSH I've been having botkiller skulls stick to EVERYTHING despite having the latest version of TF2Items (1.5.3).

Wot's happening?

I'm fairly sure it's tf2items, cause this doesn't happen if I disable Hale and thus the code that uses that doesn't run.
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Last edited by Chdata; 07-27-2014 at 13:36.
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xXDeathreusXx
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Old 12-22-2013 , 13:14   Re: Botkiller weapons glitch?
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I'm noticing this too...

What happens is on hale check it changes you to soldier, but for some odd reason instead of no viewmodel, or just the stock rocket, if you have a botkiller, it will load up your botkiller, and when it fixes you up, it glitches, and you can continue to see the botkiller part, which then persists through the map duration.

My guess is something changed or glitched along the way with one of the new tf2 updates
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Chdata
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Old 12-22-2013 , 15:57   Re: Botkiller weapons glitch?
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not just hale, but any time you use a botkiller weapon, it'll stick to all of your classes
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Old 12-22-2013 , 21:37   Re: Botkiller weapons glitch?
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Quote:
Originally Posted by Chdata View Post
not just hale, but any time you use a botkiller weapon, it'll stick to all of your classes
This I don't know about, as it hasn't happened to me, but it does happen when I am picked for hale
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BBG_Theory
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Old 12-22-2013 , 23:59   Re: Botkiller weapons glitch?
Reply With Quote #5

it is not a FF2 or Saxton hale problem, it is from using tf2items with these weapons equipped.
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friagram
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Old 12-23-2013 , 13:18   Re: Botkiller weapons glitch?
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The xmas update changed how wearables works (weapn extra wearables, cosmetic items, etc). It's now required that you sdkcall removewearable on them instead of kill. This will get rid of botkiller fobs properly.
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Chdata
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Old 12-23-2013 , 20:49   Re: Botkiller weapons glitch?
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Ah. I'm not sure how I'd edit vsh 1.42 to do that though ;c
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Powerlord
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Old 12-28-2013 , 00:12   Re: Botkiller weapons glitch?
Reply With Quote #8

Quote:
Originally Posted by Chdata View Post
Ah. I'm not sure how I'd edit vsh 1.42 to do that though ;c
I wrote a sample plugin to call EquipWearable and RemoveWearable a while back (before RemoveWearable was useful for something). The offset hadn't changed last I checked.

The IsWearable example part of that plugin could use some work, though...

Also, TF2Items 1.6.0 has had dev versions for a while, and I thought those were required due to the item changes introduced in one of this year's updates (the weapon rebalancing update).
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Last edited by Powerlord; 12-28-2013 at 00:15.
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friagram
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Old 12-28-2013 , 11:50   Re: Botkiller weapons glitch?
Reply With Quote #9

Yes, removewearable works.
As I said, just call that instead if kill.
But now you also have to do it on equipped weapon wearables, every time you use removeweaponslot. So you may as well just edit your tf2stocks.

I was thinkng of posting what I have here, but not sure if it is a good solution, or if it would be used properly.

Basically it just initializes the sdkcall in the include the first time removewearable is called - by name or by removeweaponslot, and the keeps using that. Not ideal. I think tf2 needs a real native for this, and removeweaponslot should call it.
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Chdata
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Old 01-02-2014 , 11:42   Re: Botkiller weapons glitch?
Reply With Quote #10

So basically I could take Powerlord's code, edit my tf2_stocks to check if the weapon is a tf_wearable...

Are botkiller jigglyparts their own entity (separate from the weapon) or something? Wut?

Edit:

So I guess m_hExtraWearable would have to do with that. Time to prepare a big list of weapons that have that I guess. Unless there's a better way than just calling removewearable for every index that matches one with extra stuff on it.
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Last edited by Chdata; 01-02-2014 at 11:46.
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