Creating custom weapons: Difference between revisions
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To begin, create a file named {{code|custom_items_game.txt}} in the {{code|<SteamUserDir>\Team Fortress 2 Classified\tf2classified\custom\<Mod Name>\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple ''custom_items_game.txt'' files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load. | To begin, create a file named {{code|custom_items_game.txt}} in the {{code|<SteamUserDir>\Team Fortress 2 Classified\tf2classified\custom\<Mod Name>\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple ''custom_items_game.txt'' files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load. | ||
= Misc info to be added to the | = Ideal final list of contents = | ||
* Getting started | |||
** Creating a custom item schema | |||
** Setting up the schema | |||
* Creating your first weapon | |||
** Defining important stuff | |||
** Attributes | |||
** Models and sounds | |||
** Using the weapon in-game | |||
* Advanced weapon creation | |||
** Custom models and sounds / soundscripts | |||
** Customising visual effects | |||
** Making custom attributes | |||
** Link to a separate VScript page to keep this one nice and tidy | |||
* WIP | |||
= Misc info to be added to the finished sections (TEMP!)= | |||
* It should be noted that custom weapons don't currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}} | * It should be noted that custom weapons don't currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}} | ||
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* Duplicating certain parameters, {{code|attributes}} for example, does work, but it's advised not to do this to keep your weapon entries tidy. | * Duplicating certain parameters, {{code|attributes}} for example, does work, but it's advised not to do this to keep your weapon entries tidy. | ||
* | * Prefab info | ||
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you | ** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you | ||
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten. | ** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten. | ||
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, | ** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab "prefab1 prefab2"}} will make the weapon inherit the parameters from both {{code|prefab1}} and {{code|prefab2}}) | ||
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings. | * {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings. | ||
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* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there's a better way of doing this! | * {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there's a better way of doing this! | ||
* Localization strings in {{code|tf2c_english.txt}} | |||
* {{code|baseitem}} sets an item as the default in its slot. Rather finicky, so avoid using. | |||
* Attribute info | |||
** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters. | |||
** Attributes are defined in the attributes section of the schema using a similar system to item entries. | |||
** Though attributes with custom code aren't possible without VScript (correct this if wrong), variants of existing attributes can be created by making a new attribute with the same attribute class. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}} | |||
** Quite a few weapon attributes have interesting behavior if set to additive mode | |||
= See also = | = See also = | ||
* [[List of | * [[List of TF2C item attributes]] | ||
* [[List of | * [[List of TF2C item classes]] | ||
* [[List of | * [[List of TF2C conditions]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||
Revision as of 14:34, 24 June 2026
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This guide is currently incomplete, so please look for a better one while this is being worked on!
If you're here, chances are you're looking to create your own weapons for TF2 Classified. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn't, ask people for help in the #modding-discussion channel in the official TF2C Discord.
Getting Started
To begin, create a file named custom_items_game.txt in the <SteamUserDir>\Team Fortress 2 Classified\tf2classified\custom\<Mod Name>\scripts directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple custom_items_game.txt files loaded simultaneously, so any other mod folders that contain them should be placed in tf2classified\custom\disabled to allow the new custom item schema to load.
Ideal final list of contents
- Getting started
- Creating a custom item schema
- Setting up the schema
- Creating your first weapon
- Defining important stuff
- Attributes
- Models and sounds
- Using the weapon in-game
- Advanced weapon creation
- Custom models and sounds / soundscripts
- Customising visual effects
- Making custom attributes
- Link to a separate VScript page to keep this one nice and tidy
- WIP
Misc info to be added to the finished sections (TEMP!)
- It should be noted that custom weapons don't currently show up in the loadout on the main menu. To view them, you need to load into a map first.[note]
- It's a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.
- Duplicate name parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.
- Duplicating certain parameters, attributes for example, does work, but it's advised not to do this to keep your weapon entries tidy.
- Prefab info
- Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you
- List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.
- Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, prefab "prefab1 prefab2" will make the weapon inherit the parameters from both prefab1 and prefab2)
- item_name, item_type_name, item_description and description_string support localized strings.
- item_name_color and custom_color allow weapon names and attributes respectively to be coloured with RGB values.
- custom_level_sounds.txt can be used to create custom soundscripts for weapons. Please correct this if there's a better way of doing this!
- Localization strings in tf2c_english.txt
- baseitem sets an item as the default in its slot. Rather finicky, so avoid using.
- Attribute info
- Weapon attributes are set in the attributes and rarely static_attrs parameters.
- Attributes are defined in the attributes section of the schema using a similar system to item entries.
- Though attributes with custom code aren't possible without VScript (correct this if wrong), variants of existing attributes can be created by making a new attribute with the same attribute class. [note]
- Quite a few weapon attributes have interesting behavior if set to additive mode