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[VScript] give_tf_weapon GTFW is now Retired

  • 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.

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