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TF2Items - Items with custom attributes.


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Onedda
Senior Member
Join Date: May 2009
Old 03-11-2010 , 03:31   Re: [EXTENSION] TF2Items
#181

I just wish there was a easy way of making the weapons to be honest .
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EveryoneKnows
Junior Member
Join Date: Mar 2010
Old 03-11-2010 , 10:28   Re: [EXTENSION] TF2Items
#182

Im sure this is a known bug already buuuuuut.

sm_giveweapon, the weapon will go away if you use the supply cabinet.

You cannot do anything with unlockables, they just become very buggy and end up(for example) the Force-A-Nature even just with level change, or quality makes it look weird and have 6 shots and acts like the scatter gun.

Also you will automaticly go back to your main weapon if you have a edited one and use a supply cabinet also.
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cmptrwz
Member
Join Date: Dec 2008
Old 03-11-2010 , 10:45   Re: [EXTENSION] TF2Items
#183

Quote:
Originally Posted by EveryoneKnows View Post
Im sure this is a known bug already buuuuuut.

sm_giveweapon, the weapon will go away if you use the supply cabinet.

You cannot do anything with unlockables, they just become very buggy and end up(for example) the Force-A-Nature even just with level change, or quality makes it look weird and have 6 shots and acts like the scatter gun.

Also you will automaticly go back to your main weapon if you have a edited one and use a supply cabinet also.
That is not a bug.

That is a FEATURE!

Gives people an incentive to use medics, dispensers, and pickups, keeping them OUT of the spawn room and on the battlefield!

If you want people to keep having weapons after touching the resupply, write your own plugin to auto-give on resupply.

(note: this is a feature of the engine, not the plugin, but whatever )
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-11-2010 , 10:49   Re: [EXTENSION] TF2Items
#184

CmptrWz pretty much covered it . The plugin was written as a functionality test / programming example. The sm_giveweapon_ex command will give the new item upon the next spawn (and in some cases supply cabinet touch), this fixes quite a few of the glitches.
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EveryoneKnows
Junior Member
Join Date: Mar 2010
Old 03-11-2010 , 11:55   Re: [EXTENSION] TF2Items
#185

Ahh i see, i mean i actually like how it does that, except on tr_walkway_rc ><

Except, what about Unlockable weapons glitching, are you currently trying to fix that?
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 03-11-2010 , 11:58   Re: [EXTENSION] TF2Items
#186

you just need to build them correctly... add all the attributes that they already had and then adjust those attributes or add more... i have done a boosted blutsauger that works well...

"36" //blutsauger
{
"quality" "5"
"level" "50"

"1" "16 ; 5" //heal on hit for rapidfire
"2" "129 ; -4" //health drain
"3" "107 ; 1.25" //move speed
"4" "134 ; 2" //particle effect
"5" "6 ; 0.75" //fire rate
"6" "97 ; 0.75" //reload time
}

hope that helps

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EveryoneKnows
Junior Member
Join Date: Mar 2010
Old 03-11-2010 , 11:59   Re: [EXTENSION] TF2Items
#187

No i mean, i can not add any attributes at all to the Force-A-Nature and then it has 6 bullets, the model is all messed up.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-11-2010 , 12:09   Re: [EXTENSION] TF2Items
#188

Quote:
Originally Posted by EveryoneKnows View Post
No i mean, i can not add any attributes at all to the Force-A-Nature and then it has 6 bullets, the model is all messed up.
https://forums.alliedmods.net/showth...37#post1068037
You need to add the original items attributes where you want/need them.
The FaN's animation gets fixed by the 'single reload something' attribute.
Edit: Exactly as cybersquare420 said.
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Last edited by asherkin; 03-11-2010 at 12:11.
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 03-11-2010 , 12:09   Re: [EXTENSION] TF2Items
#189

hmmm... idk then... i havnt tried to mod that one... are you sure you re added all the attributed that it has? u will need to add all the following attributes (formatted correctly of course):

"attributes"
{
"scattergun has knockback"
{
"attribute_class" "set_scattergun_has_knockback"
"value" "1"
}
"fire rate bonus"
{
"attribute_class" "mult_postfiredelay"
"value" "0.5"
}
"bullets per shot bonus"
{
"attribute_class" "mult_bullets_per_shot"
"value" "1.2"
}
"damage penalty"
{
"attribute_class" "mult_dmg"
"value" "0.9"
}
"clip size penalty"
{
"attribute_class" "mult_clipsize"
"value" "0.4"
}
"scattergun no reload single"
{
"attribute_class" "set_scattergun_no_reload_single"
"value" "1"
}
}
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Old 03-11-2010, 12:10
cybersquare420
This message has been deleted by cybersquare420. Reason: double post
EveryoneKnows
Junior Member
Join Date: Mar 2010
Old 03-11-2010 , 13:03   Re: [EXTENSION] TF2Items
#190

Ohh thanks
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