• So you want to mod your weapons?
    138 replies, posted
[QUOTE=ferdam;21270029]I don't think so.. Wait, from what beta ? If the actual name of it is "tf_projectile_stun_ball", then "projectile_stun_ball" should work. I couldn't try it yet, so I can't confirm if it works..[/QUOTE] i think beta is the wrong term .-. but you know like all the models like the lead pipe and all the grenades the ones in the files but no textures. I'm dreadful at explaining stuff.
so would modded weapons not work with VAC or will they not work in general?
They work in single player, And sometimes break animations if you leave them on during mutiplayer, BUT THERE IS NO WAY TO DETECT THIS, AND IT DOES NOTHING ONLINE !!!
The loudness isn't required. The .ctx files are server side files, so a local server will be modified but when you join another server it'll use their .ctx files, which are likely default.
Is there a way to bypass certain limits? For example, to give the rocket launcher more then 20 rockets in reserve?
Clip is the amount in the rocket launcher (4) and the next option down is how much is in your reserve (It will say 4, Just put 9999 and no higher and you wont run out) That is how it worked for me at least
[QUOTE=swampie;21284540]Clip is the amount in the rocket launcher (4) and the next option down is how much is in your reserve (It will say 4, Just put 9999 and no higher and you wont run out) That is how it worked for me at least[/QUOTE] Thanks. I'll try it now.
Is there any way to make the Sticky Launcher fire all eight rounds in a shotty like spread, with normal phisics.
[QUOTE=Maximo13;21309744]Is there any way to make the Sticky Launcher fire all eight rounds in a shotty like spread, with normal [B]physics.[/B][/QUOTE] Fix'd :science:
[QUOTE=Maximo13;21309744]Is there any way to make the Sticky Launcher fire all eight rounds in a shotty like spread, with normal phisics.[/QUOTE] Nope. Not that I've gotten it to work.,
I managed to make the Grenade Launcher have a detonation the size of the map, do over two thousand damage per grenade, fire one hundred grenades per second and have unlimited ammo. Not recommended in an enclosed space.
[QUOTE=Smashman;21316489]I managed to make the Grenade Launcher have a detonation the size of the map, do over two thousand damage per grenade, fire one hundred grenades per second and have unlimited ammo. Not recommended in an enclosed space.[/QUOTE] Unlimited? Define. Also, I want to know how you make a detonation the size of a map. I have some ideas. Scale it down, make a Fat Man :U
Unlimited. I used an incorrect ammo type, this forced it to use nothing, thus allowing it to use unlimited ammo. It worked too. :D I can't remember off hand, what I did to alter the explosion radius. I'll have a look at the .ctx and let you know sometime.
[QUOTE=Smashman;21323361]Unlimited. I used an incorrect ammo type, this forced it to use nothing, thus allowing it to use unlimited ammo. It worked too. :D I can't remember off hand, what I did to alter the explosion radius. I'll have a look at the .ctx and let you know sometime.[/QUOTE] Okay, thanks. Also, I didn't know a null/void ammo does that. Neat.
[QUOTE=Smashman;21323361][B]Unlimited. I used an incorrect ammo type, this forced it to use nothing, thus allowing it to use unlimited ammo. It worked too. :D[/B] I can't remember off hand, what I did to alter the explosion radius. I'll have a look at the .ctx and let you know sometime.[/QUOTE] Could you please further explain how you did this? I opened the minigun's CTX and set "primary_ammo" to "Null" and tested it to find that the minigun was no longer able to fire. And yes, I know I just bumped a 3-week-old thread. -_-'
It only works with real protectile weapons, not tracer weapons.
[QUOTE=DireAvenger;21830175]It only works with real protectile weapons, not tracer weapons.[/QUOTE] Hmm. Ok. Thanks. [editline]11:14[/editline] But I was actually asking what line exactly you set, and what you set it to to achieve unlimited ammo.
A huntsman that always shoots 100% charged burning huntsman arrows, faster reloading, fires out much faster, and has a 100% crit sticky bomb attached to it that explodes in 2 seconds after hitting a wall or person. Fuck yea. If that's too hard to code, just a sniper rifle that shoots out crit rockets with boosted damage so it will always to 451 damage no matter what that is 5 times faster than fully charged huntsman arrows, but still has the bigger splash of the normal rocket launcher.
snip
[QUOTE=EFG;21850867]A huntsman that always shoots 100% charged burning huntsman arrows, faster reloading, fires out much faster, and has a 100% crit sticky bomb attached to it that explodes in 2 seconds after hitting a wall or person. Fuck yea. If that's too hard to code, just a sniper rifle that shoots out crit rockets with boosted damage so it will always to 451 damage no matter what that is 5 times faster than fully charged huntsman arrows, but still has the bigger splash of the normal rocket launcher.[/QUOTE] Try looking up how TF2 weapon modding works first, then make your requests.
What the bump
I swear, a clock was ticking in my head that it'll be bumped. New: Some people think CTX files are located in tf/items. Ha
-snip rate me dumb please- -or bad reading because that was involved a bit too- -you know I think I made a typo as well- -it also could be interpreted as a bit gay- -plus someone else had posted it- -post below me doesn't share my original view as well-
not really [editline]08:21PM[/editline] Still works fine for me, I just messed around with some today, in fact.
I'm too dumb to do any of this, but it made some of my friends happy. Thanks.
BUMP FOR GREAT JUSTICE /caps
So I made a quick guide for editing weapons, I'm still trying to find out what certain attributes are for. I'll edit it quickly When I say "Useless for melee weapons", that means "great chance of crashing" ok. Also, sorry if there's errors, english's not my native language. . [b][u]printname :[/u][/b] The name of the weapon. You can use every string that you can find in tf_english. [code]"printname" "#TF_MapInfo"[/code] Renames the Bat to "Show Map Information" [b][u]BuiltRightHanded : [/u][/b] No idea. I'll make some experiments. 0 for False / 1 for True [b][u]MeleeWeapon : [/u][/b]Is the weapon a Melee Weapon or not ? 0 for False / 1 for True [code]"MeleeWeapon" "0"[/code] Tadaa, the bat is no longer a melee weapon. Now to figure out what use you can have of it. [b][u]weight : [/u][/b]Does the weapon weights something ? 0 for False / 1 for True Alters your running speed, but not parsed by TF2 ? might be an explanation. [b][u]WeaponType : [/u][/b] "melee"; "primary"; "secondary"; "item1"; "building"; "item2"; "pda"; [code]"WeaponType" "primary"[/code] The bat is now a primary weapon. Effects in game ? I'll see. the "item2" attribute could be used for making a minigun fire arrows properly. Will try. [b][u]ITEM_FLAG_NOITEMPICKUP : [/u][/b]1 for True / 0 for False Hum... [b][u]HasTeamSkins_Viewmodel :[/u][/b] Changes colors of the weapon depending of your team. Viewmodel being the model YOU see when you equip it. 0 for False / 1 for True [code]"HasTeamSkins_Viewmodel" "1"[/code] Hey, your bat now changes colors ! But it won't because it doesn't have a secondary skin declared. At least for this property. View [b]"HasTeamSkins"[/b] a little lower. Only a few weapons declare it. I guess it considers that if this property isn't here, then it's 0. [b][u]HasTeamSkins_Worldmodel : [/u][/b]Changes colors of the weapon depending of your team. This alters how you see the weapon when it's used by a friend. 0 for False / 1 for True [code]"HasTeamSkins_Worldmodel" "1"[/code] Hey, the others' bats are changing colors ! But same as above. Won't work if no secondary skin is declared. [b][u]Damage :[/u][/b] Eh, damage done when the hit lands. It's a little randomized after. [code]"Damage" "448"[/code] You bat now can nearly oneshot an overhealed heavy. *3 damage due to crit is still applied. For hitscan weapons, this is the damage done at a medium distance. Point blank shots will deal more damage. The damage is the damage of ONE bullet. The scattergun lands 10 bullets, that's 10*<DamageValue>. [b][u]"Range" : [/u][/b]How far can your gun shoot ? [code]"Range" "1058"[/code] Now your shotgun shoots ala MW2, dissapearing bullets ! If I remember well, 8192 units is the biggest map you can have with Source. . Useless with melee weapons. [b][u]BulletsPerShot : [/u][/b]How many bullets will be fired ? [code]"BulletsPerShot" "9999"[/code] Ok, you'll lag when you fire, but you'll kill. Better not put something like 11.2 ok ? . Useless with melee weapons [b][u]Spread :[/u][/b]Dispersion of your bullets once you shot. [code]"Spread" "0.99"[/code] So, if you want to tuch you target, it better not be in front of your screen. The number is between 0 and 1. 1 Being all the bullets go in a straight line, and 1 being "you'll destroy everything but your target.". Pretty useful coupled with a high BulletsPerShot [b][u]PunchAngle :[/u][/b]How much does you viewmodel gets up when you shoot ? Will try. [b][u]TimeFireDelay :[/u][/b]How long you will wait between two shots. [code]"TimeFireDelay" "0.01"[/code] Automatic scatterguuuuuuuun Haven't tried with 0. 20 bucks that it crashes your game. [b][u]TimeIdle : [/u][/b]How long does it have to wait to drop an weapon ? :v: Seriously, I can't find out. [b][u]TimeIdleEmpty : [/u][/b]Uuuuuuuuuuuh. [b][u]TimeReloadStart : [/u][/b]Once your magazine/clip/whatever you want is empty, how much time will it wait before automatically reloading ? [code]"TimeReloadStart" "140"[/code] Better suicide yourself if your enter key is screwed. [b][u]TimeReload :[/u][/b] How much time will it take to reload ONE shot. 1 rocket, or the entire clip for clip-using weapons. [code]"TimeReload" "0.5"[/code] Scattergun's normal reload time. [b][u]primary_ammo : [/u][/b]Which ammo does it uses ? Better not put wrong things in the right weapons. [code]"primary_ammo" "TF_AMMO_PRIMARY"[/code] The different values are "TF_AMMO_PRIMARY"; "TF_AMMO_SECONDARY" and "None" for melee. [b][u]clip_size : [/u][/b]How many shots in your clip ? Does not alters the stock ammunition. [code]"clip_size" "36"[/code] Who needs to reload ? Also, it's -1 for weapons like Minigun [b][u]default_clip : [/u][/b]How much ammo have you got when you spawn, to reload ? [code]"default_clip" "894"[/code] You'll never need to go back to spaw for ammo ! Also this might be multiplied by clip_size. Will check. [b][u]ProjectileType : [/u][/b]What does it shoots ? [code]"ProjectileType" "projectile_whatever"[/code] Didn't had the projectiles values in head. Some combos might fuck up, like if you put grenades with minigun, they'll instantly fall down. [b][u]AmmoPerShot : [/u][/b] How much ammo does it takes to fire ? [b][u]HasTeamSkins[/u][/b]Defines if this weapon uses teamskins. the rest comes later.
Sorry some of those are hurr durr and others are posted in OP. Useful, though. BTW, the projectile list IS in OP.
[QUOTE=nmagain;21309947][B]Fixed [/B]:science:[/QUOTE] Fixed your "fix'd"! :science:
[QUOTE=pikzen;22374336] [b][u]printname :[/u][/b] The name of the weapon. You can use every string that you can find in tf_english. [code]"printname" "#TF_MapInfo"[/code] Renames the Bat to "Show Map Information" [/QUOTE] Or you can just, you know. [b]Type something in there[/b]. [QUOTE=pikzen;22374336] [b][u]WeaponType : [/u][/b] "melee"; "primary"; "secondary"; "item1"; "building"; "item2"; "pda"; [code]"WeaponType" "primary"[/code] The bat is now a primary weapon. [b]Effects in game ? I'll see.[/b] [/QUOTE] It goes in the primary slot ingame, therefore fucking your shit up since you won't be able to wield the primary weapon you have equipped. Although you could fix that by setting the bat to a primary weapon in items_game as well. [QUOTE=pikzen;22374336] [b][u]ProjectileType : [/u][/b]What does it shoots ? [code]"ProjectileType" "projectile_whatever"[/code] Didn't had the projectiles values in head. [b]Some combos might fuck up, like if you put grenades with minigun, they'll instantly fall down.[/b][/QUOTE] Already been said.
Sorry, you need to Log In to post a reply to this thread.