So I went messing around with CTX files again attempting to make a pipe-bomb launcher with infinite ammo (like Smashman's). Here's what I've got.
[CODE]WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_GrenadeLauncher"
"BuiltRightHanded" "0"
"weight" "4"
"WeaponType" "secondary"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Attributes TF.
"damage" "112"
"DamageRadius" "159"
"BulletsPerShot" "2"
"Spread" "0.01"
"PunchAngle" "3.0"
"TimeFireDelay" "0.5"
"TimeIdle" "0.6"
"TimeIdleEmpty" "0.6"
"TimeReloadStart" "0.01"
"TimeReload" "0.3"
// Ammo & Clip.
"primary_ammo" "Null"
"secondary_ammo" "None"
"clip_size" "999"
"default_clip" "999"
"ProjectileType" "projectile_pipe"
// Buckets.
"bucket" "0"
"bucket_position" "0"
"ExplosionSound" "Weapon_Grenade_Pipebomb.Explode"
"ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"
// Animation.
"viewmodel" "models/weapons/v_models/v_grenadelauncher_demo.mdl"
"playermodel" "models/weapons/w_models/w_grenadelauncher.mdl"
"anim_prefix" "gl"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_grenadelauncher"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_GrenadeLauncher.Single"
"reload" "Weapon_GrenadeLauncher.WorldReload"
"special3" "Weapon_GrenadeLauncher.ModeSwitch"
"burst" "Weapon_GrenadeLauncher.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_grenlaunch"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_grenlaunch"
"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" "32"
"y" "32"
"width" "32"
"height" "32"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}[/CODE]
I managed to get the ammo thingie in the lower-right corner to disappear, but the launcher's ammo is still limited to what "clip_size" and "default_clip" are set to, meaning it's still technically limited.
So, in short, [B]how exactly do I achieve truly unlimited ammo, and with what weapons is unlimited ammo possible to achieve?[/B]
And yes, I know, another bump. But I feel this thread totally deserves it. :3:
Bump. I've already asked how to give a weapon infinite ammo [I]twice[/I]. I'd really like a straight answer this time.
I've been looking through items_game, and I've found some pretty neat stuff. items_game is a pretty fascinating [del]little[/del] file.
One really suspicious thing in particular I noticed was this:
[CODE] "items"
{
"0"
{
"name" "TF_WEAPON_BAT"
"item_class" "tf_weapon_bat"
"craft_class" "weapon"
"item_type_name" "#TF_Weapon_Bat"
"item_name" "#TF_Weapon_Bat"
"item_slot" "melee"
"item_quality" "normal"
"baseitem" "1"
[B] "min_ilevel" "1"
"max_ilevel" "1"
[/B] "image_inventory" "backpack/weapons/c_models/c_bat"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player" "models/weapons/w_models/w_bat.mdl"
"used_by_classes"
{
"scout" "1"
}
"mouse_pressed_sound" "ui/item_metal_weapon_pickup.wav"
"drop_sound" "ui/item_metal_weapon_drop.wav"
}
[/CODE]
Most of the weapons have this, but the most of the hats do not. Does this control the minimum and maximum levels of items you find? Would one find awesome leveled items if one were to set the min and max to 9999? This [U]must[/U] be tested! Immediately!
Also, a few interesting things I noticed under attributes:
[CODE] "58"
{
"name" "self dmg push force increased"
"attribute_class" "mult_dmgself_push_force"
"attribute_name" "Minor increased self dmg push force"
"min_value" "1.05"
"max_value" "1.15"
"description_string" "#Attrib_SelfDmgPush_Increased"
"description_format" "value_is_percentage"
"hidden" "0"
"effect_type" "positive"
}
"59"
{
"name" "self dmg push force decreased"
"attribute_class" "mult_dmgself_push_force"
"attribute_name" "Minor decreased self dmg push force"
"min_value" "0.95"
"max_value" "0.9"
"description_string" "#Attrib_SelfDmgPush_Decreased"
"description_format" "value_is_percentage"
"hidden" "0"
"effect_type" "negative"
}
[/CODE]
Possible beta attributes that would have seen use in unlockable Soldier / Demoman weapons?
[CODE] "80"
{
"name" "maxammo metal increased"
"attribute_class" "mult_maxammo_metal"
"attribute_name" "Minor metal maxammo increase"
"min_value" "1.05"
"max_value" "1.15"
"description_string" "#Attrib_MaxammoMetal_Increased"
"description_format" "value_is_percentage"
"hidden" "0"
"effect_type" "positive"
}
"81"
{
"name" "maxammo metal reduced"
"attribute_class" "mult_maxammo_metal"
"attribute_name" "Minor metal maxammo reduction"
"min_value" "0.95"
"max_value" "0.65"
"description_string" "#Attrib_MaxammoMetal_Reduced"
"description_format" "value_is_percentage"
"hidden" "0"
"effect_type" "negative"
}
"92"
{
"name" "Construction rate increased"
"attribute_class" "mult_construction_value"
"attribute_name" "Minor construction rate increase"
"min_value" "1.1"
"max_value" "1.3"
"description_string" "#Attrib_ConstructionRate_Increased"
"description_format" "value_is_percentage"
"hidden" "0"
"effect_type" "positive"
}
"93"
{
"name" "Construction rate decreased"
"attribute_class" "mult_construction_value"
"attribute_name" "Minor construction rate decrease"
"min_value" "0.9"
"max_value" "0.7"
"description_string" "#Attrib_ConstructionRate_Decreased"
"description_format" "value_is_inverted_percentage"
"hidden" "0"
"effect_type" "negative"
}
"94"
{
"name" "Repair rate increased"
"attribute_class" "mult_repair_value"
"attribute_name" "Minor repair rate increase"
"min_value" "1.05"
"max_value" "1.2"
"description_string" "#Attrib_RepairRate_Increased"
"description_format" "value_is_percentage"
"hidden" "0"
"effect_type" "positive"
}
"95"
{
"name" "Repair rate decreased"
"attribute_class" "mult_repair_value"
"attribute_name" "Minor repair rate decrease"
"min_value" "0.9"
"max_value" "0.75"
"description_string" "#Attrib_RepairRate_Decreased"
"description_format" "value_is_inverted_percentage"
"hidden" "0"
"effect_type" "negative"
}
"113"
{
"name" "metal regen"
"attribute_class" "add_metal_regen"
"attribute_name" "Minor health regeneration"
"min_value" "1"
"max_value" "8"
"description_string" "#Attrib_MetalRegen"
"description_format" "value_is_additive"
"hidden" "0"
"effect_type" "positive"
}
"124"
{
"name" "mod wrench no upgrades"
"attribute_class" "wrench_no_upgrades"
"attribute_name" "Wrench cannot upgrade"
"min_value" "1"
"max_value" "1"
"description_string" "#Attrib_WrenchNoUpgrades"
"description_format" "value_is_additive"
"hidden" "0"
"effect_type" "negative"
}[/CODE]
I think a few of these might see some use in the Engineer update. :biggrin:
Let's say I want to be the owner of a super shotgun on my engineer on a dedi server. If I edit my ctx files, would I be able to include them in the server files so people download them on join? And would that then make it so everyone has a super shotgun as well?
If yes to all of the above, is there a way to make it so only I have the super shotgun?
Yes to all above, no to only you.
Also, supershotguns DON'T WORK. I've tried making auto shotties. Doesn't work to well.
[QUOTE=Saza;22674804]Yes to all above, no to only you.
Also, supershotguns DON'T WORK. I've tried making auto shotties. Doesn't work to well.[/QUOTE]
Well it was just an example :P But thank you! Informative.
Just to tell everyone on how to find the correct entity if you don't know ( like if you want a rocket shooting pistol or a Sandman ball launching minigun ), you kill someone with the entity you want ( for example, a rocket if you want rockets, or flares if you want flares ) and then look in the console. It should begin with the "ent" prefix.
Hope I helped.
[editline]25th June 2011[/editline]
Oh, it might also begin with projectile.
[editline]25th June 2011[/editline]
[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]
If you have a infinite amount of ammo and put this into a minigun, the heavy is the new Captain Scarlet, human tank, and indestructible.
And BTW Saza thanks for the weapon modding tutorial!!! ;)
The last post was a year ago
Why
[QUOTE=Mr. Smartass;37190164]The last post was a year ago
Why[/QUOTE]
well, the OP was updated ~25 minutes ago.
[QUOTE=MightyMax;37190214]well, the OP was updated ~25 minutes ago.[/QUOTE]
I edited in that first line of big ol' bold text
can you reupload the link to the cfxhax tool, it appears it doesn't work anymore....:/
[QUOTE=boyoboyoburp;45180683]can you reupload the link to the cfxhax tool, it appears it doesn't work anymore....:/[/QUOTE]
Aaaand, a 2 year old thread was bumped.
What is it with 1-post users necroing shit like this.
[QUOTE=Kierany9;45182469]Aaaand, a 2 year old thread was bumped.
What is it with 1-post users necroing shit like this.[/QUOTE]
well excuse me, but tf2 weapon-mod threads are veeerrry rare, so ofcourse the first time i find SOMETHING surrounding the subject, i immediatley response, gaining as much information as possible..
[QUOTE=boyoboyoburp;45208174]well excuse me, but tf2 weapon-mod threads are veeerrry rare, so [B]ofcourse[/B] the first time i find SOMETHING surrounding the subject, i [B]immediatley[/B] [i]response[/i], gaining as much information as possible..[/QUOTE]
You do not revive a 2 year old thread. You post a question in the current relevant megathread.
Welcome to facepunch. Please lurk more.
To be fair, this [i]is[/i] the most relevant thread, unless you count the emporium, but that's for cosmetic mods.
Will it even work by now?
[QUOTE=Erfly;45208464]To be fair, this [i]is[/i] the most relevant thread, unless you count the emporium, but that's for cosmetic mods.[/QUOTE]
Emporium is for everything mod related, be it cosmetics, props or maps. Or at least that's what I've taken it as.
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