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[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)


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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 10-20-2015 , 08:45   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #701

Quote:
Originally Posted by Dr. Jekyll View Post
Aren't there a total of 7 weapon slots though? Shouldn't it be 7 * 34?

And how do you deal with players leaving the server and other ones joining?
Primary
Secondary
Melee

Build/Disguise
Destroy/Cloak

And sometimes grabby hook.

However, the first 3 are the only ones you will be doing damage with. Why would I make a disguise kit that gives +50hp on kill?


I only initialize all the variables during OnClientPostAdminCheck() (this probably fires later than OnPutInServer - the long you wait, the more likely it won't end up running if they disconnect before fully connecting), and event_postinventoryapplication prehook with fires before customweaponstf gives the custom weapons.


There's often no reason to initialize variables both during OnConnect and Disconnect, if you think about it logically.

The only time I use Disconnect is if something in the map needs to be removed when the player is gone.
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Last edited by Chdata; 10-20-2015 at 08:49.
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Chdata
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Old 10-20-2015 , 08:50   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #702

Quote:
Originally Posted by abrandnewday View Post
Oh :\

Well that's lame (neat to an extent, but the fact it plays over the existing sounds is lame)
It's not like the Tomislav exists or anything.
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Pelipoika
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Old 10-20-2015 , 08:53   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #703

I could propably come up with a super (EXTREMELY EXTREMELY) hacky way to be able to mute all gun sounds
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Chdata
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Old 10-20-2015 , 08:56   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #704

if it's slowhacking it doesn't count
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Pelipoika
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Old 10-20-2015 , 09:03   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #705

Quote:
Originally Posted by Chdata View Post
if it's slowhacking it doesn't count
It's not, the muting just causes the guns to not fire anything, you'd have to call FX_FireBullets manually and whatnot.
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Last edited by Pelipoika; 10-20-2015 at 09:23.
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XaxaXoxo
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Join Date: Feb 2011
Old 10-20-2015 , 14:51   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #706

Hi, anyone can write a how to hex weapon models that will work with the CW2?
I tried with as player skins, but something does not work . Help pls(
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Potato Uno
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Join Date: Jan 2014
Location: Atlanta, Georgia
Old 10-20-2015 , 15:34   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #707

Why would you hex the weapon models? What EXACTLY are you trying to accomplish?

Last edited by Potato Uno; 10-20-2015 at 15:35.
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XaxaXoxo
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Join Date: Feb 2011
Old 10-20-2015 , 17:38   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #708

Because I want to use this http://steamcommunity.com/sharedfile.../?id=229507605 model, but it replaces the default textures. I tried to do as a player skins, but nothing happened.

I used these https://forums.alliedmods.net/showpo...83&postcount=2 instructions
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The655
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Join Date: Jun 2015
Location: Malazia
Old 10-21-2015 , 13:22   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #709

Quote:
Originally Posted by XaxaXoxo View Post
Because I want to use this http://steamcommunity.com/sharedfile.../?id=229507605 model, but it replaces the default textures. I tried to do as a player skins, but nothing happened.

I used these https://forums.alliedmods.net/showpo...83&postcount=2 instructions
Open one of that .vpk using gcfscape extract it,then rename the file in models directory.
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Chdata
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Old 10-23-2015 , 08:53   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #710

If it's replacing default textures then you need to do more than rename the model.
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