• Editing tf2 weapons?
    10 replies, posted
I can't find any decent and updated tutorials on how to edit tf2 weapons. i'd like to mess around with bots. I sort of understand what's in the items_game.txt file, but i wouldn't want to fuck it up and have a better idea of what i'm doing. Oh btw, please also explain how to edit the default weapons.
[url]http://www.facepunch.com/showthread.php?t=920632[/url]
[QUOTE=Chekko;22320180][url]http://www.facepunch.com/showthread.php?t=920632[/url][/QUOTE] that one's pretty old. and there isn't even any ctx files in the gcf anymore. (scripts>items. Only thing there is "items_game.txt"
[QUOTE=Shounic;22320401]that one's pretty old. and there isn't even any ctx files in the gcf anymore. (scripts>items. Only thing there is "items_game.txt"[/QUOTE] So you don't have to decrypt and re-encrypt anymore. The basis of weapons editing is still the same.
[QUOTE=AlfieSR;22321248]So you don't have to decrypt and re-encrypt anymore. The basis of weapons editing is still the same.[/QUOTE] no, it's not. [code]"name" "Unique Achievement Minigun" "item_class" "tf_weapon_minigun" "craft_class" "weapon" "item_type_name" "#TF_Weapon_Minigun" "item_name" "#TF_Unique_Achievement_Minigun" "item_slot" "primary" "item_logname" "natascha" "image_inventory" "backpack/weapons/c_models/c_w_ludmila/c_w_ludmila" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/w_models/w_minigun.mdl" "attach_to_hands" "0" "item_quality" "unique" "min_ilevel" "5" "max_ilevel" "5" "used_by_classes" { "heavy" "1" } "attributes" { "slow enemy on hit" { "attribute_class" "mult_onhit_enemyspeed" "value" "1.0" } "damage penalty" { "attribute_class" "mult_dmg" "value" "0.75" } } "visuals" { "sound_reload" "Weapon_Minifun.Reload" "sound_empty" "Weapon_Minifun.ClipEmpty" "sound_double_shot" "Weapon_Minifun.Fire" "sound_special1" "Weapon_Minifun.WindUp" "sound_special2" "Weapon_Minifun.WindDown" "sound_special3" "Weapon_Minifun.Spin" "sound_burst" "Weapon_Minifun.FireCrit" "skin" "2" "attached_model" { "world_model" "1" "model" "models/weapons/c_models/c_w_ludmila/c_w_ludmila.mdl" } "attached_model" { "view_model" "1" "model" "models/weapons/c_models/c_v_ludmila/c_v_ludmila.mdl" } } "mouse_pressed_sound" "ui/item_heavy_gun_pickup.wav" "drop_sound" "ui/item_heavy_gun_drop.wav" [/code] whereas [code]WeaponData { // Attributes Base. "printname" "#TF_Weapon_Minigun" "BuiltRightHanded" "0" "weight" "3" "WeaponType" "primary" "ITEM_FLAG_NOITEMPICKUP" "1" // Attributes TF. "Damage" "9" "Range" "8192" "BulletsPerShot" "4" "Spread" "0.08" "TimeFireDelay" "0.1" "ProjectileType" "projectile_bullet" "BrassModel" "models/weapons/shells/shell_minigun.mdl" "UseRapidFireCrits" "1" "TracerEffect" "bullet_tracer01" // Ammo & Clip. "primary_ammo" "TF_AMMO_PRIMARY" "secondary_ammo" "TF_AMMO_PRIMARY" clip_size -1 // Buckets. "bucket" "0" "bucket_position" "0" // Animation. "viewmodel" "models/weapons/v_models/v_minigun_heavy.mdl" "playermodel" "models/weapons/w_models/w_minigun.mdl" "anim_prefix" "ac" // Muzzleflash "MuzzleFlashParticleEffect" "muzzle_minigun" // Sounds. // Max of 16 per category (ie. max 16 "single_shot" sounds). SoundData { "reload" "Weapon_Minigun.Reload" "empty" "Weapon_Minigun.ClipEmpty" "double_shot" "Weapon_Minigun.Fire" "special1" "Weapon_Minigun.WindUp" "special2" "Weapon_Minigun.WindDown" "special3" "Weapon_Minigun.Spin" "burst" "Weapon_Minigun.FireCrit" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/bucket_minigun" "x" "0" "y" "0" "width" "200" "height" "128" } "weapon_s" { "file" "sprites/bucket_minigun" "x" "0" "y" "0" "width" "200" "height" "128" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "64" "y" "64" "width" "64" "height" "64" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }[/code] Big difference. can't even modify boolet to rocket D:
[QUOTE=Shounic;22320401]that one's pretty old. and there isn't even any ctx files in the gcf anymore. (scripts>items. Only thing there is "items_game.txt"[/QUOTE] old my ass You just extract ctx's from the GCF. Still works. :v: Edit: If you rated me bad reading, you're wrong. He's looking in the wrong place; read my link. CTX's never WERE in items.
[QUOTE=Shounic;22322144]no, it's not. Big difference. can't even modify boolet to rocket D:[/QUOTE] If you're editing the base weapons, you need scripts/tf_weapon_minigun.ctx, not scripts/items/items_game.txt
[QUOTE=Saza;22326541]old my ass You just extract ctx's from the GCF. Still works. :v:[/QUOTE] Rated bad reading because he said there is no CTX anymore.
[QUOTE=kill3r;22326623]Rated bad reading because he said there is no CTX anymore.[/QUOTE] rated dumb because you're dumb OP; You're ridiculously stupid. If you actually READ my tutorial, you WOULD HAVE SEEN they're not IN TF/SCRIPTS/ITEMS. The weapon CTX files are in team fortress content.gcf/tf/scripts. Scroll down.
[QUOTE=kill3r;22326623]Rated bad reading because he said there is no CTX anymore.[/QUOTE] Because he's wrong. [url=http://dl.dropbox.com/u/5502511/heyuh.png][img_thumb]http://dl.dropbox.com/u/5502511/heyuh.png[/img_thumb][/url] img_thumb'd for size. steamapps/team fortress 2/tf/scripts They're not in items.
Thanks for the screenie I was about to get :v: Also, welcome to Facepunch.
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