Creating custom weapons: Difference between revisions
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** Customising visual effects | ** Customising visual effects | ||
** Making custom attributes | ** Making custom attributes | ||
** VScript | ** Link to a separate VScript page to keep this one nice and tidy | ||
* WIP | * WIP | ||
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** 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, {{code|prefab " | ** 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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** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters. | ** 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. | ** 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. | ** 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]] | ||