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[TF2] Custom Weapons 3 (Beta 2)


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Theray070696
Senior Member
Join Date: Sep 2014
Old 07-30-2016 , 14:46   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #21

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.
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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 #22

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, 295 views)
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Theray070696
Senior Member
Join Date: Sep 2014
Old 07-31-2016 , 17:37   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #23

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)
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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 #24

Is there a way to limit weapons to Admins, VIP's, mods, ect?
Because that would be useful.
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Theray070696
Senior Member
Join Date: Sep 2014
Old 08-02-2016 , 10:41   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #25

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
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KaidemonLP
Member
Join Date: Jul 2016
Old 08-05-2016 , 09:54   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #26

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 #27

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.
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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 #28

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.
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TheOnly8Z
Junior Member
Join Date: Aug 2015
Old 09-07-2016 , 08:30   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #29

How do I use the "custom projectile model" attribute?
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TheOnly8Z
Junior Member
Join Date: Aug 2015
Old 09-08-2016 , 01:39   Re: [TF2] Custom Weapons 3 (Beta 1)
Reply With Quote #30

Disregard my other comment.

I would still like to ask about the error that was previously mentioned as per ZwipZwap Zapony.
Quote:
L 07/21/2016 - 17:55:06: [SM] Exception reported: Array index is out of bounds
L 07/21/2016 - 17:55:06: [SM] Blaming: cw3\attributes\rays-attributes.smx()
Doesn't seem to affect anything, but is it solvable?
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