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Removed all instances of needing draw sequences
All weapon's models use SetCustomViewModel() now!
Note to users with RegisterCustomWeaponEx(): No longer needs draw sequnce param at the end.
Updated GiveWeapon() viewmodels to use v_models, and world models to use w_models (if both aren't just c_models)
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give_tf_weapon.nut: Added more documentation, reorganized the function order and improved readability across the entire document.
Added more error messages and cancellations of functions if an error occurred.
Fixed bug where weapon wouldn't actually update the draw sequence nor arms correctly
Fixed bug with giving a weapon to a class with a weapon that was in a slot that didn't already have a weapon
Added new CVAR to enable global debug messages
CVAR_GTFW_USE_GLOBAL_ERROR_MESSAGES
True by default.
Fixed special case where weapons would not update.
Was related to UpdateArms() checking a weapon that didn't exist on a predefined list.
UpdateArms() no longer checks for this.
Fixed all weapon commands not being able to accept handles.
Updated documentation.
Fixed Warpainted weapons returning invalid item string when used
Added Festive Shotgun to the list.
Fixed shotguns not deleting the right weapon as certain classes.
Fixed lingering bug from 1.8:
If you are a Scout/Medic/Sniper and give yourself the Saxxy, the draw animation will be bugged. However by giving yourself the Saxxy again , it fixes the animation.
This has been fixed in 2.0.1.
Rewrote GiveWeapon() code
Fixed custom weapon arms not updating
Fixed custom weapon deploy animations not updating
Fixed some parts in the code that were running twice
Rewrote SwitchToActive()
Added new function RegisterCustomWeaponEx() , which includes being able to change weapon's ammo type, clip size, ammo reserve and draw sequence.
Fixed ammo stats updater placing attributes on weapon instead of invisible AmmoFix tf_wearable.
Fixed ammo stats updater giving ammo to the metal-type weapons (Widowmaker, PDAs, Wrenches, etc) after one was already equipped
Fixed bug where searching for ItemIDs would net you a custom weapon
Custom weapon IDs have bit 20 set, so they don't conflict with other weapons.
Deleted SetCustomWeapon()
Updated custom weapon examples
"Scout Crossbow" now updates ammo through RegisterCustomWeaponEx()
"Horsemann's Hex" now reverts Demo back if he loses the weapon.
"Hottest Hand" shoots from the hands at any player scale.
TO-DO LIST
Find a way to add/detect wearables like demoshield, booties, razorback, etc
Fix custom weapon's crit boost glows
Giving class with passive items (Targe, Razorback, etc) need extra check when deleting secondaries because they're not in m_hMyWeapons
CVAR to keep weapons on resupply
Stray from using netprop m_bOnlyIterateItemViewAttributes because it's used by tf_dropped_weapon.
Have fun with making custom weapons!
Removed CTFPlayer.GiveWeaponEx().
Function was redundant, and can be done better using basic functions as building blocks to do the same thing.
Please refer to the examples in give_tf_weapon_examples.nut to replicate this functionality.
Fixed ReturnWeapon() returning weapon by classname instead of weapon ID
Rewrote some documentation.
Added CTFPlayer.CreateCustomWearable (weapon, wearable_model )
Creates a tf_wearable and associates it with a weapon (if valid)
weapon accepts arg null .
Changed CTFPlayer.DisableWeapon() and CTFPlayer.EnableWeapon()
DisableWeapon() now removes all ammo reserve and clip, and sets maxammo reserve to 0 to prevent picking up ammo.
EnableWeapon() removes the maxammo penalty to restore functionality.
Both functions add a tf_wearable (if one didn't exist) that modifies the ammo. It uses outputs "OnUser" to check if the attribute was applied or not.
Special thanks
@LizardOfOz for the bug reports.
Added better documentation in give_tf_weapon_custom.nut
Added another example weapon: Pyro's Hottest Hand.
Shoots fireballs, like Street Fighter ! Hadouken!
Use hPlayer.GiveWeapon("Hottest Hand") to give yourself the weapon.
Fixed bug with switching to active weapons not switching to melees
There is a bug roaming about that I haven't figured out yet: If you are a Scout/Medic/Sniper and give yourself the Saxxy, the draw animation will be bugged. However by giving yourself the Saxxy
again , it fixes the animation.
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Made metal capacity fix only increase metal if using a metal ammotype weapon (i.e. PDAs, wrenches, Widowmaker...)
Fixed bug with metal ammotype weapons that are not melee would be switched to with no ammo.
Updated documentation a little bit to reflect these changes
Fixed custom weapons becoming visible immediately on spawn
Fixed custom weapons not certain params were missing
Fixed class TF_WEAPONS_BASE not being in roottable in file give_tf_weapon_all.nut
Should now work in Hammer