I once again feel the need to say "Great MFin' job!". This plugin kicks ASS. I'm 100% sure the reason this plugin + VisWeps/SDKHooks/Attachables were crashing my server was because I edited the coding of this plugin and removed anything having to do with VisWeps, then forgot I had modified it later on. Onto my XBOX HUEG post. I'll split it up with dividers for easy readin'.
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Quote:
Originally Posted by FlaminSarge
Thatdarnkid: that's cuz I mistakenly replicated those convars, so the client tries to set them and fails to find them.
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Ahh. I assume a fix is in the works?
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Quote:
Originally Posted by FlaminSarge
And also, "slot" "0" == primary weapon, 1 is secondary, etc
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To expand:
Code:
0 - Primary Weapons
1 - Secondary Weapons
2 - Melee Weapons
3 - PDA Slot (Spy's Disguise Kit, Engineer's Build PDA)
4 - PDA2 Slot (All Spy Invis Watches, Engineer's Destroy PDA)
NOTE: Not exactly sure if slot #4 is indeed PDA2.
I ended up taking the attributes of your fireproof ambassador and creating a custom Spy Disguise Kit with the same fireproof attribs. However, I ran into a problem. I was playing a Spy with the Fireproof Disguise Kit, and when I used sm_resetex to remove any given weapons from myself, I still had the Fireproof Disguise Kit.
My best guess is that the coding for sm_resetex *may not* include the necessary parts to ensure that any weapons given to slots 3 and up. If my guess is correct, perhaps a fix for sm_resetex would be in order, which would then allow you to change the Fireproof Spy Suit-Ambassador into a Fireproof Spy Suit Disguise Kit.
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Also, I discovered something that I think would make a great addition to either the plugin itself, or to anyone's custom weapons file. Below are both versions of the code. It's the giant form of the HHH's Headtaker. I've tested it on my server
(yesterday) and it works perfectly. The axe is the same size as the one the Horsemann wields.
NOTE: The attributes for both versions are the same attributes as the HHH's Headtaker; No random crits and -25 Max HP on wearer. I suggest adding a major damage bonus to this weapon. A full list of attributes is available here.
Hardcode version
Code:
//Horseless Headless Horsemann's Axe
SetTrieString(g_hItemInfoTrie, "8266_classname", "tf_weapon_sword");
SetTrieValue(g_hItemInfoTrie, "8266_index", 266);
SetTrieValue(g_hItemInfoTrie, "8266_slot", 2);
SetTrieValue(g_hItemInfoTrie, "8266_quality", 5);
SetTrieValue(g_hItemInfoTrie, "8266_level", 100);
SetTrieString(g_hItemInfoTrie, "8266_attribs", "15 ; 0 ; 125 ; -25");
SetTrieValue(g_hItemInfoTrie, "8266_ammo", -1);
SetTrieString(g_hItemInfoTrie, "8266_model", "models/weapons/c_models/c_bigaxe/c_bigaxe.mdl");
tf2items.givecustom.txt version
Code:
"8266"
{
"classname" "tf_weapon_sword"
"index" "266"
"slot" "2"
"quality" "5"
"level" "100"
"attribs" "15 ; 0 ; 125 ; -25"
"ammo" "-1"
"model" "models/weapons/c_models/c_bigaxe/c_bigaxe.mdl"
}
^I just figured out that you could use the "model" field in tf2items.givecustom.txt yesterday. xD