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[TF2] Visible Weapons Natives (broken)(v1.2, 2/24/2011)


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FlaminSarge
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Join Date: Jul 2010
Old 01-10-2011 , 19:48   Re: [TF2] Visible Weapons Natives
Reply With Quote #61

Khopesh and Rebel's Curse models for Randomizer and GiveWeapon are here: http://forums.alliedmods.net/showpos...&postcount=141
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 01-12-2011 , 11:46   Re: [TF2] Visible Weapons Natives
Reply With Quote #62

Quote:
Originally Posted by FlaminSarge View Post
On other players, it's not supposed to be golden, leonardo.
On yourself it will look golden.
only with your plugin.
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Last edited by Leonardo; 01-12-2011 at 12:09.
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FlaminSarge
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Join Date: Jul 2010
Old 01-12-2011 , 18:33   Re: [TF2] Visible Weapons Natives
Reply With Quote #63

Well yeah. I know perfectly well how to make it actually golden, but I'm not going to for fear of voogru and valve.

And I know the OnGiveNamedItem forward makes it all visible. Problem is, it doesn't seem to work anymore for non-class weapons.
Golden wrench on scout = no more melee weapon on spawn.
It used to work.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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Leonardo
Veteran Member
Join Date: Feb 2010
Location: 90's
Old 01-13-2011 , 03:39   Re: [TF2] Visible Weapons Natives
Reply With Quote #64

I just didn't try to give some-class's item(s) to another classes ...
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Matheus28
Senior Member
Join Date: Aug 2009
Old 01-13-2011 , 18:39   Re: [TF2] Visible Weapons Natives
Reply With Quote #65

Quote:
Originally Posted by FlaminSarge View Post
Well yeah. I know perfectly well how to make it actually golden, but I'm not going to for fear of voogru and valve.

And I know the OnGiveNamedItem forward makes it all visible. Problem is, it doesn't seem to work anymore for non-class weapons.
Golden wrench on scout = no more melee weapon on spawn.
It used to work.
So, how do you change a model material? That would be useful to make cool things, like changing the spy cloak
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 01-13-2011 , 21:03   Re: [TF2] Visible Weapons Natives
Reply With Quote #66

Model materials?
What makes you think I changed model materials?
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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TGFireball
BANNED
Join Date: Jan 2011
Old 01-29-2011 , 14:49   Re: [TF2] Visible Weapons Natives
Reply With Quote #67

I'm just wondering something.

I've made a custom weapon using the Give Weapon's custom item .TXT.

In that TXT, I've set the "model" as the Drill's worldmodel. (Advanced Weaponizer)

Could I potentially edit the SP file for this plugin, and set a viewmodel for the weapon? I see how you've set up the models for visible weapons, using the ID #'s.

It seems possible...
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 01-30-2011 , 03:02   Re: [TF2] Visible Weapons Natives
Reply With Quote #68

I'm working on viewmodels right now

I've already got one working.

Word of warning, the fists are now a c_model, so any heavy weapons that are c_model weapons will be on the drill model (and messed up in animation) if you set that model. v_model weapons are the only ones that can have set viewmodels, and they require some hackery to get.
I'll prolly make a helper plugin for it, or something.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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FunkyLoveCow
Senior Member
Join Date: May 2010
Old 01-30-2011 , 12:48   Re: [TF2] Visible Weapons Natives
Reply With Quote #69

Hi Sarge,
You mentioned previously the attachables had been updated to work with Sidewinder and the natives here. That may partially true. The original sidewinder may work, but I use the one Naris wrote that has homing projectiles. That still conflicts in some way and the weapons aren't visible.

I cross posted in the sidewinder thread, but wanted to give you a heads up too. http://forums.alliedmods.net/showpos...&postcount=244
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Leonardo
Veteran Member
Join Date: Feb 2010
Location: 90's
Old 02-08-2011 , 11:39   Re: [TF2] Visible Weapons Natives
Reply With Quote #70

sarge
lines 80-84
(function player_death)
add checking for fake death
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