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Unusual Weapons


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hamza47sohail
Senior Member
Join Date: Jan 2014
Old 03-08-2014 , 15:07   Unusual Weapons
Reply With Quote #1

So I have a question about the plugin that gives you unusual effects.
I have noticed that when you equip an effect it removes custom attributes that you may have for that weapon via tf2items or an external plugin itself.
Can this be fixed?
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 03-08-2014 , 16:21   Re: Unusual Weapons
Reply With Quote #2

You should post this issue in plugin's thread so author can notice that
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 03-11-2014 , 04:03   Re: Unusual Weapons
Reply With Quote #3

Thats why you check if the item has been altered by tf2items already (invalid_handle) and then iterate over the attribs and rebuild them.

The manager SPECIFICALLY aborts making changes to items that have already been altered.
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Last edited by friagram; 03-11-2014 at 04:04.
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 03-11-2014 , 10:53   Re: Unusual Weapons
Reply With Quote #4

Quote:
Originally Posted by friagram View Post
Thats why you check if the item has been altered by tf2items already (invalid_handle) and then iterate over the attribs and rebuild them.

The manager SPECIFICALLY aborts making changes to items that have already been altered.
Actually, it depends on 2 things:
1) On what order did tf2items extension call the forwards.
2) If the plugin that comes with extension's handle was overwritten.
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hamza47sohail
Senior Member
Join Date: Jan 2014
Old 03-11-2014 , 15:01   Re: Unusual Weapons
Reply With Quote #5

Can anyone edit the unusuals plugin I can pay for it.
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 03-11-2014 , 15:46   Re: Unusual Weapons
Reply With Quote #6

Are you always applying the same attribute, or is it different? If it's the same one all the time, you can edit the section of the Unusual plugin that writes to the file to also write that attribute as well as the unusual effect. It's what I have been doing on our servers, this way you can still use Unusuals and have the TF2items attribute applied.

Last edited by Snaggle; 03-11-2014 at 15:47.
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hamza47sohail
Senior Member
Join Date: Jan 2014
Old 03-11-2014 , 16:34   Re: Unusual Weapons
Reply With Quote #7

Quote:
Originally Posted by Snaggle View Post
Are you always applying the same attribute, or is it different? If it's the same one all the time, you can edit the section of the Unusual plugin that writes to the file to also write that attribute as well as the unusual effect. It's what I have been doing on our servers, this way you can still use Unusuals and have the TF2items attribute applied.
The attributes are from Freak Fortress 2.
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 03-12-2014 , 08:35   Re: Unusual Weapons
Reply With Quote #8

well there's this way at going about it:
1) Find out in what order the forward for tf2items is being called(if it's ff2 then the other plugin or vise versa).
2) If the other plugin doesn't use forward, you may be f***ed idk.
3) If the other plugin uses forward and is called b4 ff2, edit ff2 to use the non-invalid handle that is passed and add it's attributes onto it.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-12-2014 , 09:56   Re: Unusual Weapons
Reply With Quote #9

There is no guarantee on the order, all plugins need to be written to respect existing handles - which is prohibitively horrible so no one does it.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 03-12-2014 , 09:59   Re: Unusual Weapons
Reply With Quote #10

Quote:
Originally Posted by asherkin View Post
There is no guarantee on the order, all plugins need to be written to respect existing handles - which is prohibitively horrible so no one does it.
? so your saying no plugin respects other handles if I'm reading this right.
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