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Creating custom weapons - advanced: Difference between revisions

From TF2 Classified Wiki
Created page with "{{stub}} {{todo|Complete every current section and add new ones if applicable.}} = Advanced weapon creation = == Prefabs == === Creating prefabs === TEMPTEXT === Using prefabs === TEMPTEXT == Advanced parameters == === Tags === You can add "bots_cant_use" "1" which will make bots unable to equip them. Note that bots can still equip items that have "show_in_armory" "0" so make sure you do this too if you're trying to keep bots from equipping hidden weapons. TODO: Add..."
 
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{{todo|Complete every current section and add new ones if applicable.}}
{{todo|Complete every current section and add new ones if applicable.}}


= Advanced weapon creation =
This page contains more in-depth information into the details regarding custom weapon creation. If you're just starting out, it's advised that you read [[Creating custom weapons - basics]] first.


== Prefabs ==
== Prefabs ==
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=== Tags ===
=== Tags ===
You can add "bots_cant_use" "1" which will make bots unable to equip them. Note that bots can still equip items that have "show_in_armory" "0" so make sure you do this too if you're trying to keep bots from equipping hidden weapons.
{| class="wikitable grid"
TODO: Add more info
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Tag
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Notes
|-
||
{{code|bots_cant_use}}
||
Prevents bots from equipping an item.
|}


=== Taunts ===
=== Taunts ===
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TEMPTEXT
TEMPTEXT


=== List of visual parameters ===
=== List of visuals parameters ===
TEMPTEXT
TEMPTEXT


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TEMPTEXT
TEMPTEXT


== VScript ==
== Other ==
VScript allows you to create weapons with completely custom functionality.
=== Modifying vanilla weapons ===
Using the recommended {{code|custom_items_game.txt}} method, you're able to override some vanilla weapons - namely ones that are not equipped by default, like the Rejuvenator, Harvester, Hunting Revolver, etc. - by creating an item entry with the same ID as the item you want to modify or replace.
 
However, modifying default weapons like the Medi Gun, Fire Axe and Sniper Rifle is much trickier, and will cause problems if you attempt the prior method of overriding them. The reason why is the {{code|baseitem}} parameter, which sets any weapons it's applied to as the default weapon for its slot. If on multiple weapons in the same slot (even if you're simply overriding a vanilla weapon), the game freaks out and prevents any item with the {{code|baseitem}} parameter from loading.
 
In the fairly unlikely scenario that you want to modify default weapons, then you ''can'' use the obsolete {{code|items_game.txt}} method to override the entire vanilla item schema to circumvent this issue. At that point though, just make the rework a separate weapon or something.


= See also =
= See also =
* [[Creating custom weapons - basics]]
* [[Creating custom weapons - basics]]
* [[Creating custom weapons - VScript]]
* [[List of TF2C item attributes]]
* [[List of TF2C item attributes]]
* [[List of TF2C item classes]]
* [[List of TF2C item classes]]