[VScript] give_tf_weapon (Custom Weapon Script) - Made to make giving weapons, easy! Also supports custom weapons!
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Notes to Users
Read more about this resource...
Notes to Users
- Comes with several example custom weapons,
- "Medieval Crossbow" -- A medieval crossbow that slows while reloading.
- "Horsemann's Hex" -- Turns you into the Horseless Headless Horsemann for 30 seconds.
- "Hottest Hand" -- A Pyro melee that shoots fireballs by taunting.
- "Half-Life Shotgun" -- Shoots a crit-shot on right-click at the cost of 2 ammo.
- and others! Found in the /custom_weapons/ folder.
- In your own testing server, give yourselves these weapons by typing their name (in quotes) using the console
- script GetListenServerHost().GiveWeapon("Hottest Hand")
- When using GiveWeapon(), weapon strings for unlocks don't need "The " in them. (i.e. "The Brass Beast" is invalid, but "Brass Beast" is acceptable)
- Also accepts handles, as well as item index values (from items_game.txt), and slot values (which must be negative, from -0.0 to -6.
- Given/Custom weapons don't delete themselves on respawn.
- Add function CTFPlayer.GTFW_Cleanup to your OnGameEvent_post_inventory_application function to delete any unused weapons/viewmodels attached to the player.
- Please place at the beginning!
- Needs a player handle to clear weapons from.
- Add function CTFPlayer.GTFW_Cleanup to your OnGameEvent_post_inventory_application function to delete any unused weapons/viewmodels attached to the player.
- Dropped weapons do not work with this script, therefore are deleted from existence using convar "tf_dropped_weapon_lifetime 0" .
Give targe/razorback type shields.IT CAN, as of 5.0.0!!Make custom weapon glow when crit boostedHalf-way. Only thirdperson works.Keep custom weapons on resupply (without using post_inventory_application event)Implemented!- Make custom dropped weapons
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