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Trying to get it compatible with MvM / upgrade stations.
Added variable CVAR_GTFW_OVERWRITE_WEAPONS under _master.nut
true by default
true = weapon in slot is deleted before making the new weapon (via GiveWeapon)
false = weapon in slot is not deleted. Instead, the item definition index is changed so the weapon can store upgrades from upgrade stations. It supports custom weapons, too!
(it's recommended to reset the stats by using this code:
NetProps.SetPropBool(handle hWeapon , "m_AttributeManager.m_Item.m_bOnlyIterateItemViewAttributes", true)
Fixed CTFPlayer.SwitchToActive( wep)
Added ficool2 fix for handling spy watches
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Updates tables.nut
Removed all ID2's from every weapon entry that had null in them.
Made any unique stock weapon into it's own entry. Each stock weapon is another entry named "Unique <weapon>".
Some promos were also made into another entry (Vintage Lugermorph, Genuine Huo-Long Heater, etc)
Removed Festives class (removed bc it was a dupe)
Moved all entries into TF_WEAPONS class + TF_WEAPONS_ALL array
Fixed "Grappling Hook" having an extra space in classname, causing giving the weapon to fail.
Updated code.nut to reflect above changes.
Added support for tf_bots using this script (thanks Mr.Burguers)
Added descriptions in tables.nut
Fixed Liberty Launcher saying it had 60 ammo reserve
Fixed Quickiebomb Launcher saying it had 72 reserve ammo
Fixed weapon's ammo reserve multiplying if weapon had an ammo reserve bonus (i.e. Rocket Jumper)
Fixed clip size attributes not applying correctly
REORGANIZED PARAMETERS OF RegisterCustomWeapon () and RegisterCustomWeaponEx() !
New param order for RegisterCustomWeapon ():
( item_name, baseitem, use_original_stats , stats_function, custom_arms_model , custom_weapon_model )
Added: use_original_stats = bool. If true, uses the original stats of the weapon. If false, wipes it clean (as if stock) so new stats can be applied.
Removed: extra_custom_wearable. It's now only in the Ex version.
Swapped: custom_arms_model and custom_weapon_model
New param order for RegisterCustomWeaponEx ():
( item_name, baseitem,
use_original_stats , stats_function,
custom_arms_model ,
custom_weapon_worldmodel, custom_weapon_viewmodel , custom_extra_wearable, ammotype
, clipsize
, ammoreserve)
Basically same as above but with the extra things tacked on to the end.
Rest of the 3.0 Update
Fixed bug where all given weapons don't have new stats.
Seems setting the following netprop to 1 does this:
m_AttributeManager.m_Item.m_bOnlyIterateItemViewAttributes
Fixed all Spy's watches not using correct animations
Added another tutorial "custom_weapons.nut"
Fixed some things throwing "Instance does not exist" when switching weapons
Moved all files into a folder! And added a "master" file.
Folder is /give_tf_weapon/
Execute _master.nut to get the script running!
Added a readme.
Fixed Pyro's Hottest Hand throwing errors when dying.
Fixed any custom weapon throwing errors when dying.
Updated CTFPlayer.SwitchToActive(weapon)
Finds the best weapon to switch to and switches to it.
If null, switches to the any valid gun, or if no gun is found, switches to melee, or else, any.
Added more error checks
Custom/Unintended weapons for classes now set by netprop m_iItemIDHigh
If m_iItemIDHigh bit 5 set, it's unintended for the class.
If m_iItemIDHigh bit 6 set, it's a custom weapon.
Turned off CVAR_GTFW_USE_GLOBAL_ERROR_MESSAGES because I forgot to turn it off
Added CTFPlayer.CreateArmsModel(arms_model)
Experimental. Overwrites the arms model for the class with another set of arms.
NOTE: When used, it adds an ent (tf_weapon_vm) per weapon on the player.
Needs to be set every time the class touches the resupply, else weapons in VM will be invisible.
Fixes DeleteWeapon, DisableWeapon, EnableWeapon from finding classnames instead of ItemIDs.
No more DeleteWeapon("Rocket Jumper") deleting all rocket launchers.
Added a way to set custom weapon view model for custom weapons. (Requested by @ImNotSimon )
Set it using RegisterCustomWeaponEx()
The weapon model parameters will copy over to one another if the other is blank.
For example, if world model isn't set, but viewmodel is, it'll use the viewmodel for both world model and view model. Works vice-versa.
Fixed Scout's Bat being an invalid index for GiveWeapon/ReturnWeaponTable
Got rid of all instances of table PlayerLoadOutGlobal_ClassArms.
The table was for setting class arms for the player's main view model, but it is unneeded now that SetCustomViewModel() exists.
This should fix any type of "instance doesn't exist" errors when switching weapons.
Fixed custom arms model not working if it was the only parameter in RegisterCustomWeapon() .
Added extra check in viewmodel think script, to prevent an error.
Reverted previous v_model/w_model change in 2.3 because it broke all unintended weapon viewmodels
Fixed bug where using GiveWeapon would bug the draw animation when switching to it for the first time.
Added support for all-class shotgun.
Medic, Spy, and Scout use shotgun in primary
the rest use it in secondary
Use "Soldier Shotgun" or similar to give specific shotgun types/arm models
Added support for all-class pistol.
All classes outside Engineer use 36 ammo reserve
Set CVAR_GTFW_USE_GLOBAL_ERROR_MESSAGES to False by default
Fixed Short Circuit not giving metal when given through GiveWeapon().
Fixed Short Circuit not updating arm model in first person.
Fixed "Engineer Shotgun" not using correct ammo type if given by GiveWeapon().
If a custom weapon stats function runs, it automatically runs ReapplyProvision() after the function finishes.
ReapplyProvision() applies attributes to the player after being added to the weapon.
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