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[TF2] Valve Weapons


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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 08-29-2009 , 00:57   [TF2] Valve Weapons
Reply With Quote #1

Has anyone seen the new Valve Weapons for tf2?
I was wondering if it might be possible to implement them, sourcemod-wise
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Damizean
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Join Date: Mar 2009
Old 08-29-2009 , 08:16   Re: [TF2] Valve Weapons
Reply With Quote #2

You can change the m_iItemQuality value to get the VALVe prefix and the color (and other colors too!), but you can't get the haxxed attributes they have because that's done through attributes scripts, wich probably can't be done in Pawn, but maybe in C++.
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Last edited by Damizean; 08-29-2009 at 08:28.
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Dragonshadow
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Join Date: Jun 2008
Old 08-29-2009 , 08:57   Re: [TF2] Valve Weapons
Reply With Quote #3

Quote:
Originally Posted by Damizean View Post
You can change the m_iItemQuality value to get the VALVe prefix and the color (and other colors too!), but you can't get the haxxed attributes they have because that's done through attributes scripts, wich probably can't be done in Pawn, but maybe in C++.
:O more info on this please
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Zuko
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Join Date: Sep 2006
Location: Poland
Old 08-29-2009 , 09:04   Re: [TF2] Valve Weapons
Reply With Quote #4

Quote:
Originally Posted by MrSaturn View Post
Has anyone seen the new Valve Weapons for tf2?
I was wondering if it might be possible to implement them, sourcemod-wise
new weapons? can you tell more about it?
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MrSaturn
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Old 08-29-2009 , 09:07   Re: [TF2] Valve Weapons
Reply With Quote #5

Quote:
Originally Posted by Zuko View Post
new weapons? can you tell more about it?
Well, I think this about sums it up.

http://forums.steampowered.com/forum...d.php?t=946596

and yes, they are very REAL
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Zuko
SourceMod Donor
Join Date: Sep 2006
Location: Poland
Old 08-29-2009 , 09:23   Re: [TF2] Valve Weapons
Reply With Quote #6

imo edited "attributes.ctx"

edit.
hmm maybe not ;D

http://www.tf2items.com/profiles/76561197960435530
http://www.tf2items.com/profiles/76561197971049296

http://zuko.ampaste.net/f27261ceb

http://www.youtube.com/watch?v=sCsRSLGb-TM
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Last edited by Zuko; 08-29-2009 at 09:45.
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Sexual Harassment Panda
Veteran Member
Join Date: Dec 2008
Location: San Diego, CA
Old 08-29-2009 , 16:07   Re: [TF2] Valve Weapons
Reply With Quote #7

I think noodleboy was messing with this. From what i understand, it is somehow possible by editing the ctx files, but this would be rather annoying to turn on and off if you did that.
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voogru
Inspector Javert
Join Date: Oct 2004
Old 08-30-2009 , 02:28   Re: [TF2] Valve Weapons
Reply With Quote #8

You mean like this?

http://h4x.me/pl_hoodoo_final0003.jpg

http://www.h4x.me/ctf_2fort0064.jpg

Oh, these are not CTX edits either.
Oh, and there's no way SourceMod can do it without a C++ extension. You're dreaming.
Oh, and it still has problems.

Last edited by voogru; 08-30-2009 at 02:33.
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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 08-30-2009 , 03:50   Re: [TF2] Valve Weapons
Reply With Quote #9

Quote:
Originally Posted by voogru View Post
You mean like this?

http://h4x.me/pl_hoodoo_final0003.jpg

http://www.h4x.me/ctf_2fort0064.jpg

Oh, these are not CTX edits either.
Oh, and there's no way SourceMod can do it without a C++ extension. You're dreaming.
Oh, and it still has problems.
why is your pyro holding a rocketlauncher?

well in any case, at least I know its somewhat possible, even if its out of my grasp.
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Dragonshadow
BANNED
Join Date: Jun 2008
Old 08-30-2009 , 08:48   Re: [TF2] Valve Weapons
Reply With Quote #10

Quote:
Originally Posted by voogru View Post
You mean like this?

http://h4x.me/pl_hoodoo_final0003.jpg

http://www.h4x.me/ctf_2fort0064.jpg

Oh, these are not CTX edits either.
Oh, and there's no way SourceMod can do it without a C++ extension. You're dreaming.
Oh, and it still has problems.
Do want
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