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TF2Items - Items with custom attributes.


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psychonic

BAFFLED
Join Date: May 2008
Old 05-03-2011 , 17:49   Re: TF2Items - Items with custom attributes.
#831

Quote:
Originally Posted by Velture View Post
wait - what?

I do not give a bloody fuck about beta. I run 8 mods and i would like to have different weapons for one mod and different for other. I can't run weapons from saxton to prophunt or zombie fortress etc.

1) Yes i have modified it. For using a different name config so i can make weapons for saxton and other mods.
2) I'll try it - have an error (im using 64bit system and a file is meant to be in 16bit system or something like that)
1) chill out
2) lolwat? 16-bit?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-03-2011 , 18:43   Re: TF2Items - Items with custom attributes.
#832

Velture: jouva wasn't talking to you about the beta, he was talking to Senku Niola.

What error are you specifically getting?
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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 05-04-2011 , 02:17   Re: TF2Items - Items with custom attributes.
#833

Quote:
Originally Posted by psychonic View Post
1) chill out
2) lolwat? 16-bit?
i meant 32 bit lol
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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 05-04-2011 , 06:16   Re: TF2Items - Items with custom attributes.
#834

Quote:
Originally Posted by FlaminSarge View Post
Velture: jouva wasn't talking to you about the beta, he was talking to Senku Niola.

What error are you specifically getting?
That the application Im trying to use is not supported by x64 windows and i should use x64 version.
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 05-07-2011 , 23:42   Re: TF2Items - Items with custom attributes.
#835

How would I go about attaching particles? I'm confused on the '# ; #' thing. For example, burningplayer_flyingbits. Thanks.
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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 05-08-2011 , 07:11   Re: TF2Items - Items with custom attributes.
#836

attribute 134.

ie: "134 ; 2"

Code:
"44" // sandman bat
{
"quality" "7"
"level" "100"
"admin-flags" "z"
 
"1" "134 ; 2"
}
This is example of sandman with flyingbits
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Last edited by Velture; 05-08-2011 at 07:16. Reason: added code tags.
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 05-08-2011 , 18:30   Re: TF2Items - Items with custom attributes.
#837

Would replacing the 44 with * make it work for all weapons?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-08-2011 , 23:36   Re: TF2Items - Items with custom attributes.
#838

Yes. Hi clutch.

I'd recommend excluding the Engineer's melee weapons from that (by adding empty entries above the "*" entry) because sometimes the buildings get destroyed on spawn/death. Same with medigun/kritz and ubercharge.
__________________
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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Velture
Senior Member
Join Date: Jan 2011
Location: Poland, Warsaw
Old 05-09-2011 , 03:18   Re: TF2Items - Items with custom attributes.
#839

Quote:
Originally Posted by clutchh View Post
Would replacing the 44 with * make it work for all weapons?
weapons and also all hats......
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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 05-09-2011 , 03:48   Re: TF2Items - Items with custom attributes.
#840

Ah alright, it works. I wish there was a way to let people turn it on/off on the fly while in the server. It would make for a good perk weapon thing.

Last edited by clutchh; 05-09-2011 at 04:30.
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