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


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nachomeep
Junior Member
Join Date: Mar 2014
Old 03-27-2014 , 17:07   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #81

Code:
"Drunken Swordsman"
{
	"classes"
	{
		"demoman"		"2"
	}
	"baseclass"		"tf_weapon_sword"
	"baseindex"		"132"
	"logname"		"drunken"
	"description"	"Faster move speed and higher jump height.\n Less health."
	"attributes"
	{
		"max health additive penalty"
		{
			"plugin"	"tf2attributes"
			"value"		"50.0"
		}
		"move speed bonus"
		{
			"plugin"	"tf2attributes"
			"value"		"1.7"
		}
		"increased jump height"
		{
			"plugin"	"tf2attributes"
			"value"		"0.85"
	}
}
Code:
"Kaboom"
{
	"classes"
	{
		"demoman"		"1"
	}
	"baseclass"		"tf_weapon_pipebomblauncher"
	"baseindex"		"265"
      "mag"      		"4"
      "ammo"			"24"
	"description"	"Holds half ammo, reloads slower. Does double damage, and can place double bombs."
	"attributes"
	{
		"Reload time increased"
		{
			"plugin"	"tf2attributes"
			"value"		"2.0
		}
		"damage bonus"
		{
			"plugin"	"tf2attributes"
			"value"		"2.0"
		}
		"max pipebombs increased"
		{
			"plugin"	"custom-attributes"
			"value"		"2.0"
		}
	}
}
Can someone help me? There are invisible.
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nachomeep
Junior Member
Join Date: Mar 2014
Old 03-27-2014 , 17:59   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #82

Nevermind. Not invisible. They do NOTHING.
Fixed it, but they only have the base weapon's stats

Last edited by nachomeep; 03-27-2014 at 18:25.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 03-27-2014 , 21:32   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #83

Your baseclasses should be "sword" and "pipebomblauncher", without "tf_weapon_" included...sorry for that bit of confusion. I'll allow it to be specified either way in beta 3. Change that and reload the plugin; if that doesn't fix it, make sure your TF2Attributes is up to date, and all that.

Only one other problem in the config itself I can see...
Code:
		"max pipebombs increased"
		{
			"plugin"	"custom-attributes"
			"value"		"2.0"
		}
max pipebombs increased is a Valve attribute, so its plugin should be tf2attributes like the rest.
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nachomeep
Junior Member
Join Date: Mar 2014
Old 03-27-2014 , 21:56   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #84

I fixed everything you said, I figured out those things JUST before you posted. But now my stats dont seem to work. I chanced the base, but I couldnt figure out how to lower mag size permanently, or how to make it not do damage, and the health removal didnt work.
The health did NOT go down 50
It went up 50
I changed the indexes too, to try to fix it.
I made gloves that were meant to do no damage but set enemies on fire, based on G.R.U, just to look like it.
Is it possible to make something look like something without it's stats?
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 03-27-2014 , 22:19   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #85

  • Mag size: "clip size bonus"/"clip size penalty" along with changing the "mag" key (which you've done) to set the starting ammo. Those two attributes are multipliers, compared to the weapon class' default magazine size.
  • No damage: "damage penalty" "0.0" should work.
  • Health penalty/bonus attributes need a negative value in order to remove health.
  • All you need to do to make a weapon look like another is to specify its item index. You could also change its model; see the HL2 weapons for examples (just remove all keys except "modelname") to bonemerge the model properly.
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nachomeep
Junior Member
Join Date: Mar 2014
Old 03-28-2014 , 09:41   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #86

I figured out those HL2 weapon things, but one more question. What is the model directory for sticky jumper?
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nachomeep
Junior Member
Join Date: Mar 2014
Old 03-28-2014 , 09:47   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #87

and the G.R.U
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 03-28-2014 , 13:41   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #88

You can find all of them listed in tf/scripts/items/items_game.txt:
Code:
"265"
{
	"name"	"Stickybomb Jumper"
	...
	"model_player"	"models/weapons/c_models/c_sticky_jumper.mdl"
Similarly, GRU is models/weapons/c_models/c_boxing_gloves/c_boxing_gloves.mdl...but with skin set to 2 or 3. There isn't currently a way to set skin on a weapon model I'll try and add that, too (tf_wearable/tf_wearable_vm don't really seem to like skins), but in the meantime you can try to just use its item index.
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Last edited by MasterOfTheXP; 03-28-2014 at 13:43.
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nachomeep
Junior Member
Join Date: Mar 2014
Old 03-28-2014 , 15:53   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #89

Dumb request, but I saw that bots can have custom weapons. Is there a way to give them vanilla weapons, like pyro backburner or something? Scout holy mackeral?
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 03-28-2014 , 15:58   Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Reply With Quote #90

Bot Weapon Randomizer does that.
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