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TF2Items - Items with custom attributes.


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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-18-2011 , 17:46   Re: TF2Items - Items with custom attributes.
#1341

MaloModo: it should still work. Asherkin has been lazy about updating the one in the release package :/

danmon: sounds like a gamedata issue. Update all your gamedata.
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Last edited by FlaminSarge; 12-18-2011 at 17:47.
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portalmods124
Member
Join Date: Sep 2011
Old 12-19-2011 , 05:59   Re: TF2Items - Items with custom attributes.
#1342

A little question.
I tried making "Strange Fists" for the heavy using Sarge's give weapon 3.09. Made the item quality "11" but turned out showing "Fists" in orange colour but no quality prefix. Anyway how to fix it?

Code:
Code:
//Hale's Own Fists
 SetTrieString(g_hItemInfoTrie, "9005_classname", "tf_weapon_fists");
 SetTrieValue(g_hItemInfoTrie, "9005_index", 5);
 SetTrieValue(g_hItemInfoTrie, "9005_slot", 2);
 SetTrieValue(g_hItemInfoTrie, "9005_quality", 11);
 SetTrieValue(g_hItemInfoTrie, "9005_level", 101);
 SetTrieString(g_hItemInfoTrie, "9005_attribs", "68 ; 2.0 ; 2 ; 3.1 ; 259 ; 1.0 ; 214 ; 0 ; 26 ; 29700");
 SetTrieValue(g_hItemInfoTrie, "9005_ammo", -1);
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 12-19-2011 , 14:04   Re: TF2Items - Items with custom attributes.
#1343

Quote:
Originally Posted by FlaminSarge View Post
OnGive does some funky things, sometimes it's visible and sometimes it's not.
I wouldn't be surprised if it had to do with adding custom attributes or something like that. I've noticed I can't see Kritzkriegs in Vs. Saxton Hale, one of the items whose attributes and item quality have been adjusted.

Quote:
Originally Posted by FlaminSarge View Post
More importantly, though, it is NOT always called when the client touches a resupply or respawns. They must receive new weapons to have it called.
So, are you saying that we should hook the post_inventory_application event and use TF2Items_GiveNamedItem to give them the correct items instead?
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Last edited by Powerlord; 12-19-2011 at 14:05.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-19-2011 , 16:52   Re: TF2Items - Items with custom attributes.
#1344

portalmods: item quality prefixes are now valve item-server-side. USE THE GIVEWEAPON CUSTOM CONFIG INSTEAD OF MODIFYING THE PLUGIN ITSELF :/ I worked hard to make that custom config ;_;

Powerlord: what I ended up doing to force an ongive is I removed whatever weapons I wanted modified before I regenerated the player.
Also, in VS Saxton Hale, the plugin *gives* a kritzkrieg rather than using OnGive to modify the medic's secondary. In that case, it will definitely be invisible because it's an entirely new entity, not their equipped weapon.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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Last edited by FlaminSarge; 12-19-2011 at 16:54.
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danmon
Member
Join Date: Oct 2010
Old 12-19-2011 , 17:16   Re: TF2Items - Items with custom attributes.
#1345

Quote:
Originally Posted by FlaminSarge View Post
danmon: sounds like a gamedata issue. Update all your gamedata.
I have the latest snapshot of Sourcemod (hg3452) and i have the tf2items.randomizer.txt and the latest update of tf2items

Last edited by danmon; 12-20-2011 at 11:37. Reason: stupid comment on TF2items
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 12-20-2011 , 01:30   Re: TF2Items - Items with custom attributes.
#1346

Quote:
Originally Posted by danmon View Post
it just concerns me that TF2items hasnt been updated since November
It concerns me that you are concerned by something being well-written enough that it doesn't require frequent updates (unlike some games I might mention).
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danmon
Member
Join Date: Oct 2010
Old 12-20-2011 , 11:36   Re: TF2Items - Items with custom attributes.
#1347

Quote:
Originally Posted by DarthNinja View Post
It concerns me that you are concerned by something being well-written enough that it doesn't require frequent updates (unlike some games I might mention).
Sorry, edited that part out, i guess i will try getting the stable 1.41 version of Sourcemod

Edit: I just installed Stable Sourcemod 1.41, but i found this is in the errors log once the server crashed:
Quote:
[UPDATER] --- BEGIN ERRORS FROM AUTOMATIC UPDATER ---
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\engine.ep2v.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\game.garrysmod.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\game.alienswarm.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\game.dinodday.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\master.games.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\game.nucleardawn.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\sdkhoo ks.games\game.l4d2.txt for writing
L 12/23/2011 - 113:02: [UPDATER] Could not open orangebox\tf\addons\sourcemod\gamedata\tf2.it ems.txt for writing
I'm not sure how this could be fixed though.

Last edited by danmon; 12-23-2011 at 12:16.
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Hitman4Hire
Junior Member
Join Date: Dec 2011
Old 12-23-2011 , 04:40   Re: TF2Items - Items with custom attributes.
#1348

Tf2 weapons noob here, how would I modify a reskined vanilla weapon, like the iron curtain?
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jouva
Senior Member
Join Date: Jan 2010
Old 12-23-2011 , 04:53   Re: TF2Items - Items with custom attributes.
#1349

The iron kurtain like any "reskin" has its own unique weapon number. You can find those numbers in the items_game.txt file just like other weapons. All weapons can be modified the same way, but a couple of things to be aware of:

- Base items (the items that each class come equipped with when you've just started playing the game) must ALWAYS have a quality of Normal or they WILL NOT WORK.

- Name tagged or description tagged (or most likely when valve supports it, painted) base weapons have a different id that is called an "upgraded" weapon. Strange versions also use these IDs
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Hitman4Hire
Junior Member
Join Date: Dec 2011
Old 12-23-2011 , 05:44   Re: TF2Items - Items with custom attributes.
#1350

Quote:
Originally Posted by jouva View Post
The iron kurtain like any "reskin" has its own unique weapon number. You can find those numbers in the items_game.txt file just like other weapons. All weapons can be modified the same way, but a couple of things to be aware of:

- Base items (the items that each class come equipped with when you've just started playing the game) must ALWAYS have a quality of Normal or they WILL NOT WORK.

- Name tagged or description tagged (or most likely when valve supports it, painted) base weapons have a different id that is called an "upgraded" weapon. Strange versions also use these IDs
Thanks man
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