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Creating custom weapons - basics: Difference between revisions

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Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.


Link to a page that lists the models and sounds of TF2 and Classified's weapons - very helpful for beginners.}}
Adjust the positions of the examples and text to look less messy.


If you're going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it's '''very''' important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!


'''This guide is currently incomplete, but it should suffice if you just need the basics!
Don't try to fix the wonky indentation in the examples. It's inconsequential and fixing it here will make it look bad in Notepad ++, so it's best to leave it as is. Yeah, I'm annoyed by it too lol}}


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 for help in the '''#modding-discussion''' channel in the [https://discord.gg/tf2classified official TF2C Discord].
 
'''This guide is currently incomplete, but it should suffice if you just need the very basics!'''
 
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 help you to start out with creating custom weapons. If it doesn't, consider asking for help in the '''#modding-discussion''' channel in the [https://discord.gg/tf2classified official TF2C Discord].


= Creating a custom item schema =
= Creating a custom item schema =
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== custom_items_game.txt ==
== custom_items_game.txt ==
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|<SteamUserDir>\Team Fortress 2 Classified\tf2classified\custom\<Mod Name>\scripts\items}} directory. This is the file that contains all 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 your {{code|<SteamUserDir>\Team Fortress 2 Classified\tf2classified\custom\<Mod Name>\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|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.
 
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players' sake, use the {{code|custom_items_game.txt}} method ''only''.


== Setting up parameters ==
== Setting up parameters ==
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<pre>
<pre>
[[File:example_02_emptyschema.png]] TEMPTEXT
#base "items_game.txt"
 
"items_game"
{
"items"
{
}
"prefabs"
{
}
"attributes"
{
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_03_bns.png]] TEMPTEXT
"items_game"
{
"items"
{
"<item id>"
{
"name" "<internal name>"
"item_name" "<item name>"
"item_type_name" "<item type name>"
"item_quality" "<item name colour>"
"item_logname" "<dev console name>"
"item_iconname" "<icon name>"
"item_class" "<item class>"
"item_slot" "<backpack slot>"
"anim_slot" "<player model and c_model animations>"
 
"bucket" "<inventory slot override>"
"bucket_position" "<inventory subslot override>"
"model_player" "<view model>"
"model_world" "<world model>"
"image_inventory" "<backpack icon>"
"attach_to_hands" "<view model animation type>"
 
"used_by_classes"
{
"<class>" "<backpack slot>"
}
 
"attributes"
{
"<attribute name>"
{
"attribute_class" "<attribute class>"
"value" "<value>"
}
}
"static_attrs"
{
"<attribute class>" "<value>"
}
"visuals"
{
"<parameter>" "value"
}
 
"mouse_pressed_sound" "<backpack select sound>"
"drop_sound" "<backpack deselect sound>"
}
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_04_custompistol.png]] TEMPTEXT
"items_game"
{
"items"
{
"10000" // Custom Pistol
// You can add comments to your item schema with double slashes!
{
"name" "CUSTOM_PISTOL_TEST"
"item_name" "Custom Pistol"
"item_type_name" "#TF_Weapon_Pistol"
"item_logname" "pistol_test"
"item_iconname" "pistol"
"item_class" "tf_weapon_pistol"
"item_slot" "secondary"
"anim_slot" "secondary"
"model_player" "models/weapons/v_models/v_pistol_scout.mdl"
"model_world" "models/weapons/w_models/w_pistol.mdl"
"image_inventory" "backpack/weapons/w_models/w_pistol"
"attach_to_hands" "1"
 
"used_by_classes"
{
"scout" "1"
}
 
"attributes"
{
"clip size bonus"
{
"attribute_class" "mult_clipsize"
"value" "2"
}
"damage penalty"
{
"attribute_class" "mult_dmg"
"value" "0.67"
}
}
"static_attrs"
{
"min_viewmodel_offset" "10 0 -10"
}
"visuals"
{
"sound_single_shot" "Weapon_Winger.Single"
"sound_burst" "Weapon_Winger.SingleCrit"
}
 
"mouse_pressed_sound" "ui/item_light_gun_pickup.wav"
"drop_sound" "ui/item_light_gun_drop.wav"
}
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_07_canheadshot.png]] TEMPTEXT
"items_game
{
"items"
{
"<item ID>"
{
<...>
"attributes"
{
"damage bonus"
{
"attribute_class" "mult_dmg"
"value" "1.33"
}
"clip size penalty"
{
"attribute_class" "mult_clipsize"
"value" "0.5"
}
"can headshot"
{
"attribute_class" "can_headshot"
"value" "1"
}
}
<...>
}
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_08_headshotvisible.png]] TEMPTEXT
"items_game"
{
<...>
"attributes"
{
"40000"
{
"name" "can headshot VISIBLE"
"attribute_class" "can_headshot"
"description_format" "value_is_additive"
"stored_as_integer" "1"
 
"description_string" "#Attrib_RevolverUseHitLocations"
}
}
}
</pre>
</pre>


In your {{code|preset=3|"attributes"}} parameter (the one with the same indentation as {{code|preset=3|"items"}} and {{code|preset=3|"prefabs"}} - I know, it's confusing), copy the above attribute. This is a copy of the {{code|"can headshot"}} attribute that's been simplified for this tutorial.
In your {{code|preset=3|"attributes"}} parameter (the one with the same indentation as {{code|preset=3|"items"}} and {{code|preset=3|"prefabs"}} - I know, it's confusing), paste the above attribute. This is a copy of the {{code|"can headshot"}} attribute that's been simplified for this tutorial.


The {{code|"description_string"}} parameter is responsible for the stats displayed in an item's description. Here, it's been set to the plaintext "Crits on headshot", which means that it won't be affected by language. Thankfully, in this instance, there's a suitable localised string that can be used instead to ensure that it's understandable to a wider range of people.
The {{code|"description_string"}} parameter is responsible for the stats displayed in an item's description. Here, it's been set to the plaintext "Crits on headshot", which means that it won't be affected by language. Thankfully, in this instance, there's a suitable localised string that can be used instead to ensure that it's understandable to a wider range of people.
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<pre>
<pre>
[[File:example_09_headshottop.png]] TEMPTEXT
"items_game"
{
"items"
{
"<item ID>"
{
<...>
"attributes"
{
"can headshot VISIBLE"
{
"attribute_class" "can_headshot"
"value" "1"
}
"damage bonus"
{
"attribute_class" "mult_dmg"
"value" "1.33"
}
"clip size penalty"
{
"attribute_class" "mult_clipsize"
"value" "0.5"
}
}
<...>
}
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_10_headshotblue.png]]
"items_game"
{
<...>
"attributes"
{
"40000"
{
"name" "can headshot VISIBLE"
"attribute_class" "can_headshot"
"description_format" "value_is_additive"
"stored_as_integer" "1"
"description_string" "#Attrib_RevolverUseHitLocations"
"effect_type" "positive"
}
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_05_wingermodel.png]] TEMPTEXT
"items_game"
{
"items"
{
"<item ID>"
{
<...>
"item_logname" "pistol_test"
"item_iconname" "winger"
 
"item_class" "tf_weapon_pistol"
 
"item_slot" "secondary"
"anim_slot" "secondary"
 
"model_player" "models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl"
"image_inventory" "backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol"
 
"attach_to_hands" "1"
 
"used_by_classes"
{
"scout" "1"
"engineer" "1"
}
<...>
}
}
}
</pre>
</pre>


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<pre>
<pre>
[[File:example_06_modelperclass.png]] TEMPTEXT
"items_game"
{
"items"
{
"<item ID>"
{
<...>
"model_player_per_class"
{
"engineer" "models/weapons/v_models/v_pistol_engineer.mdl"
"scout" "models/weapons/v_models/v_pistol_scout.mdl"
}
<...>
}
}
}
</pre>
</pre>


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=== Making changes ===
=== Making changes ===
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.
= 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 more info
=== Taunts ===
TEMPTEXT
=== Bucket ===
TEMPTEXT
=== List of visual parameters ===
TEMPTEXT
=== Team-specific visuals ===
TEMPTEXT
=== Animation replacements ===
TEMPTEXT
=== Custom text colours ===
TEMPTEXT
== Custom models and effects ==
=== Custom models ===
TEMPTEXT
=== Custom sounds ===
TEMPTEXT
=== Custom particles ===
TEMPTEXT
== VScript ==
VScript allows you to create weapons with completely custom functionality.


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