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[TF2] Custom Weapons 3 (Beta 2)


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Novanious
New Member
Join Date: Mar 2019
Old 03-25-2019 , 02:25   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #191

Hey! I was just wondering if somebody could walk me through how to use these attributes on stock weapons - to modify the stock weapons, not to make custom weapons. There are a lot of interesting attributes that aren't in the base game that I'd like to toy around with. If somebody already explained this, please feel free to direct me to their explanation, but I've spend the last few days looking, and I wasn't successful in finding anything.
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crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 03-25-2019 , 21:22   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #192

Quote:
Originally Posted by Novanious View Post
Hey! I was just wondering if somebody could walk me through how to use these attributes on stock weapons - to modify the stock weapons, not to make custom weapons. There are a lot of interesting attributes that aren't in the base game that I'd like to toy around with. If somebody already explained this, please feel free to direct me to their explanation, but I've spend the last few days looking, and I wasn't successful in finding anything.
https://www.youtube.com/watch?v=rl8OjrruHMI
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Novanious
New Member
Join Date: Mar 2019
Old 03-25-2019 , 21:28   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #193

Quote:
Originally Posted by crafting View Post
I watched that. He only shows how to make a custom weapon, not how to actually modify the base weapons, as in you equip a backburner outside of the server, you join, and its stats are modified. Unless there's a specific point where he mentions actually modifying stock weapons.
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crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Old 03-25-2019 , 23:48   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #194

Quote:
Originally Posted by Novanious View Post
I watched that. He only shows how to make a custom weapon, not how to actually modify the base weapons, as in you equip a backburner outside of the server, you join, and its stats are modified. Unless there's a specific point where he mentions actually modifying stock weapons.
If you want to change official weapons, try this plugin....
https://forums.alliedmods.net/showthread.php?p=2608014

P.S. That was me who made that video

Last edited by crafting; 03-25-2019 at 23:49.
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Novanious
New Member
Join Date: Mar 2019
Old 03-25-2019 , 23:56   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #195

Quote:
Originally Posted by crafting View Post
If you want to change official weapons, try this plugin....
https://forums.alliedmods.net/showthread.php?p=2608014

P.S. That was me who made that video
That's what I'm working with right now. I'd love to be able to use the attributes from Custom Weapons in it but Jugador hasn't really mentioned compatibility or anything like that.
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TheCatScout
New Member
Join Date: Feb 2019
Old 04-06-2019 , 20:16   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #196

I'm aware this has been asked before, but where can I find a "disguise on kill" attribute?
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3nvious
New Member
Join Date: Feb 2019
Old 04-09-2019 , 13:57   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #197

Quote:
"WIP Music Gun"
{
"classes"
{
"pyro" "0"
}
"baseclass" "flamethrower"
"baseindex" "208"
"ammo" "500"
"flag" "a"
"logname" "musicgun"
"description" "wip"
"cw3_attributes"
{

}
"sound"
{
"player"
{
"find" "weapons/flame_thrower_start.wav"
"replace" ""
}
}
}
Quick question, what is the best way to do create kinda like a Dubstep gun from SR3/4? I thought replacing the sound might be a good alternative.
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trbz_
Junior Member
Join Date: May 2018
Old 07-26-2019 , 19:06   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #198

help pls

I am trying to create a custom attributes plugin because no one has created an "apply addCond on hit" attribute, and I really need that. I'm using orion.sp as a base since I'm new to sourcemod. However, I've been trying to get orion.sp to compile to make sure I'm doing it right, but I can't even that to compile (despite Orion's attributes just fine in-game). I have all of the .inc files required, but when I run the compile.exe it gives this:

Code:
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\include\cw3-attributes.inc(144) : error 017: undefined symbol "GetClientSlot"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\include\cw3-attributes.inc(190) : error 017: undefined symbol "GetClientSlot"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\include\cw3-attributes.inc(236) : error 017: undefined symbol "GetClientSlot"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(1293) : error 017: undefined symbol "IfDoNextTime2"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(2907) : error 017: undefined symbol "TF_DMG_PREVENT_PHYSICS_FORCE"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(3334) : error 017: undefined symbol "TF_DMG_PREVENT_PHYSICS_FORCE"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(3510) : error 017: undefined symbol "TF_DMG_PREVENT_PHYSICS_FORCE"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(3883) : error 017: undefined symbol "TF_DMG_PREVENT_PHYSICS_FORCE"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(3893) : error 017: undefined symbol "TF_DMG_PREVENT_PHYSICS_FORCE"
// C:\Users\Ethan\Desktop\steamcmd\tf2\tf\addons\sourcemod\scripting\orion.sp(3941) : error 017: undefined symbol "TF_DMG_PREVENT_PHYSICS_FORCE"
I've tried, and I can't find anything on what these errors are coming from. I don't know where they're supposed to be defined if not in the .inc files, and I've checked to make sure I'm using the most recent .inc files, but I can't find anything on how to fix this (ex: looking up "GetClientSlot" on google only gives you 2 results, both of which are just links to orion.sp on github). If anyone could help me, I'd really appreciate it. I'm desperately trying to finish this Reverse Weapons mod but I'm an idiot and I can't get past this brick wall because I'm new to SM
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xSquared
Junior Member
Join Date: Jan 2019
Old 07-26-2019 , 20:42   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #199

Hello, I'm trying to create a modded flamethrower, but the flames don't have any starting velocity. I've got a fix for another plugin, but I can't find a fix for this one. Does anybody know a fix?

NOTE: I have tried the SMX on page 18, still doesn't seem to work. However, I've been able to tweak the stats of a "no attribute, broken flamethrower" to kinda mimic the normal flamethrower, however it's not very good and I'd rather not waste so many attributes on re-creating the stock.

Last edited by xSquared; 07-26-2019 at 21:51. Reason: found page 18, didn't work
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trbz_
Junior Member
Join Date: May 2018
Old 07-27-2019 , 13:56   Re: [TF2] Custom Weapons 3 (Beta 2)
Reply With Quote #200

Quote:
Originally Posted by xSquared View Post
Hello, I'm trying to create a modded flamethrower, but the flames don't have any starting velocity. I've got a fix for another plugin, but I can't find a fix for this one. Does anybody know a fix?

NOTE: I have tried the SMX on page 18, still doesn't seem to work. However, I've been able to tweak the stats of a "no attribute, broken flamethrower" to kinda mimic the normal flamethrower, however it's not very good and I'd rather not waste so many attributes on re-creating the stock.
First you might want to check to make sure you've installed the fix on page 18 correctly. If you have and it still isn't working, attribute 844 "flame_speed" might be able to help. It doesn't have any attribute text so it won't add to visual clutter.
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