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Fixed class TF_WEAPONS_BASE not being in roottable in file give_tf_weapon_all.nut
Should now work in Hammer
Fixed RegisterCustomWeapon() throwing error when using multi-class weapons
Rewrote how weapon parameters are generated.
This should fix giving multiclass weapons
Added missing entry for spellbook magazine
Removed debug convars in favor of checking for developer 1 / developer 2
Fixed Disguise Kit using wrong itemID
Added extra check for Spy's Disguise Kit.
The Disguise Kit uses a different viewmodel/arm set for some reason.
Fixes custom weapon visibility when taunting
Fixed SetSequence being commented out in a prior version (1.4.2)
Added cvar (CVAR_GTFW_DEBUG_MESSAGES), false by default
Deleted OnPostSpawn part of the script to remove confliction with other scripts
Fixed CTFPlayer.ReturnWeaponBySlot() because it was broken!
Made some things clearer in documentation
Added function CTFPlayer.ReturnWeaponBySlot() (requested by Lizard of Oz)
Added feature to CTFPlayer.DeleteWeapon() to return true if it deleted a weapon, false if not (requested by Lizard of Oz)
Fixed custom weapons not showing up in thirdperson
Fixed bug where giving custom weapons constantly would keep producing the same model over and over
Fixed some mismatching parameters
Rewrote CTFPlayer.ReturnWeaponTable for those looking to return the weapon data table instead of the weapon handle.
In this way you can retrieve max reserve ammo of the weapon using "params.reserve"
Fixed entire script breaking from a missing bracket on line 249.
Added some more documentation about custom weapons in give_tf_weapon_custom.nut .
Updated to use CTFPlayer.EquipWearableViewModel and CBaseCombatWeapon.SetCustomViewModel (thanks ficool2)
Fixed bug where taunting would make world models disappear, and viewmodel arms reappear from the other TFclass.
Set CVAR_GTFW_GIVEWEAPON_AUTO_SWITCH on true by default.
Fixed extra_wearables on banners, mediguns, etc.
Added new parameter to RegisterCustomWeapon() called custom_extra_wearable. Full function:
RegisterCustomWeapon(item_name, baseitem, stats_function, custom_weapon_model, custom_arms_model, custom_extra_wearable)
Added CTFPlayer.FindEquip(weapon) , which finds an equip on a player.
Args: Weapon string name (i.e. "Brass Beast"), item ID (i.e. 312), classname (i.e. "tf_weapon_minigun"), slot (i.e. TF_WEAPONSLOTS.PRIMARY), or handle.
If it finds a weapon, returns weapon handle. Else null.
Fixed Minigun/Flamethrower ammo not setting correctly on unintended classes
NOTE: Still buggy when it comes to constantly giving yourself a custom weapon. Will fix.