Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Creating custom weapons - basics: Difference between revisions

From TF2 Classified Wiki
mNo edit summary
mNo edit summary
 
(15 intermediate revisions by the same user not shown)
Line 21: Line 21:


== 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 the {{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 ==
Line 63: Line 65:


<pre>
<pre>
"<item id>"
"items_game"
{
{
"name" "<internal name>"
"items"
"item_name" "<item name>"
{
"item_type_name" "<item type name>"
"<item id>"
{
"name" "<internal name>"
"item_name" "<item name>"
"item_type_name" "<item type name>"
"item_quality" "<item name colour>"
"item_quality" "<item name colour>"
"item_logname" "<dev console name>"
"item_logname" "<dev console name>"
"item_iconname" "<icon name>"
"item_iconname" "<icon name>"
"item_class" "<item class>"
"item_class" "<item class>"
"item_slot" "<backpack slot>"
"item_slot" "<backpack slot>"
"anim_slot" "<player model and c_model animations>"
"anim_slot" "<player model and c_model animations>"


"bucket" "<inventory slot override>"
"bucket" "<inventory slot override>"
"bucket_position" "<inventory subslot override>"
"bucket_position" "<inventory subslot override>"
"model_player" "<view model>"
"model_player" "<view model>"
"model_world" "<world model>"
"model_world" "<world model>"
"image_inventory" "<backpack icon>"
"image_inventory" "<backpack icon>"
"attach_to_hands" "<view model animation type>"
"attach_to_hands" "<view model animation type>"


"used_by_classes"
"used_by_classes"
{
{
"<class>" "<backpack slot>"
"<class>" "<backpack slot>"
}
}
 
"attributes"
{
"<attribute name>"
{
"attribute_class" "<attribute class>"
"value" "<value>"
}
}
"static_attrs"
{
"<attribute class>" "<value>"
}
"visuals"
{
"<parameter>" "value"
}


"attributes"
"mouse_pressed_sound" "<backpack select sound>"
{
"drop_sound" "<backpack deselect sound>"
"<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>
Line 186: Line 194:


<pre>
<pre>
"10000" // Custom Pistol
"items_game"
// You can add comments to your item schema with double slashes!
{
{
"name" "CUSTOM_PISTOL_TEST"
"items"
"item_name" "Custom Pistol"
{
"item_type_name" "#TF_Weapon_Pistol"
"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_logname" "pistol_test"
"item_iconname" "pistol"
"item_iconname" "pistol"
"item_class" "tf_weapon_pistol"
"item_class" "tf_weapon_pistol"
"item_slot" "secondary"
"item_slot" "secondary"
"anim_slot" "secondary"
"anim_slot" "secondary"
"model_player" "models/weapons/v_models/v_pistol_scout.mdl"
"model_player" "models/weapons/v_models/v_pistol_scout.mdl"
"model_world" "models/weapons/w_models/w_pistol.mdl"
"model_world" "models/weapons/w_models/w_pistol.mdl"
"image_inventory" "backpack/weapons/w_models/w_pistol"
"image_inventory" "backpack/weapons/w_models/w_pistol"
"attach_to_hands" "1"
"attach_to_hands" "2"
 
"used_by_classes"
{
"scout" "1"
}


"used_by_classes"
"attributes"
{
{
"scout" "1"
"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"
}


"attributes"
"mouse_pressed_sound" "ui/item_light_gun_pickup.wav"
{
"drop_sound" "ui/item_light_gun_drop.wav"
"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>
Line 249: Line 263:


<pre>
<pre>
"attributes"
"items_game
{
{
"damage bonus"
"items"
{
{
"attribute_class" "mult_dmg"
"<item ID>"
"value" "1.33"
{
}
<...>
"clip size penalty"
"attributes"
{
{
"attribute_class" "mult_clipsize"
"damage bonus"
"value" "0.5"
{
}
"attribute_class" "mult_dmg"
"can headshot"
"value" "1.33"
{
}
"attribute_class" "can_headshot"
"clip size penalty"
"value" "1"
{
"attribute_class" "mult_clipsize"
"value" "0.5"
}
"can headshot"
{
"attribute_class" "can_headshot"
"value" "1"
}
}
<...>
}
}
}
}
}
Line 281: Line 306:


<pre>
<pre>
"40000"
"items_game"
{
{
"name" "can headshot VISIBLE"
<...>
"attribute_class" "can_headshot"
"attributes"
"description_format" "value_is_additive"
{
"stored_as_integer" "1"
"40000"
{
"description_string" "#Attrib_RevolverUseHitLocations"
"name" "can headshot VISIBLE"
"attribute_class" "can_headshot"
"description_format" "value_is_additive"
"stored_as_integer" "1"
 
"description_string" "#Attrib_RevolverUseHitLocations"
}
}
}
}
</pre>
</pre>
Line 308: Line 340:


<pre>
<pre>
"attributes"
"items_game"
{
{
"can headshot VISIBLE"
"items"
{
{
"attribute_class" "can_headshot"
"<item ID>"
"value" "1"
{
}
<...>
"damage bonus"
"attributes"
{
{
"attribute_class" "mult_dmg"
"can headshot VISIBLE"
"value" "1.33"
{
}
"attribute_class" "can_headshot"
"clip size penalty"
"value" "1"
{
}
"attribute_class" "mult_clipsize"
"damage bonus"
"value" "0.5"
{
"attribute_class" "mult_dmg"
"value" "1.33"
}
"clip size penalty"
{
"attribute_class" "mult_clipsize"
"value" "0.5"
}
}
<...>
}
}
}
}
}
Line 336: Line 379:


<pre>
<pre>
"40000"
"items_game"
{
{
"name" "can headshot VISIBLE"
<...>
"attribute_class" "can_headshot"
"attributes"
"description_format" "value_is_additive"
{
"stored_as_integer" "1"
"40000"
{
"description_string" "#Attrib_RevolverUseHitLocations"
"name" "can headshot VISIBLE"
"effect_type" "positive"
"attribute_class" "can_headshot"
"description_format" "value_is_additive"
"stored_as_integer" "1"
"description_string" "#Attrib_RevolverUseHitLocations"
"effect_type" "positive"
}
}
}
}
</pre>
</pre>
Line 359: Line 409:


<pre>
<pre>
"item_logname" "pistol_test"
"items_game"
"item_iconname" "winger"
{
"items"
{
"<item ID>"
{
<...>
"item_logname" "pistol_test"
"item_iconname" "winger"


"item_class" "tf_weapon_pistol"
"item_class" "tf_weapon_pistol"


"item_slot" "secondary"
"item_slot" "secondary"
"anim_slot" "secondary"
"anim_slot" "secondary"


"model_player" "models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl"
"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"
"image_inventory" "backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol"


"attach_to_hands" "1"
"attach_to_hands" "1"


"used_by_classes"
"used_by_classes"
{
{
"scout" "1"
"scout" "1"
"engineer" "1"
"engineer" "1"
}
<...>
}
}
}
}
</pre>
</pre>
Line 392: Line 453:


<pre>
<pre>
"model_player_per_class"
"items_game"
{
{
"engineer" "models/weapons/v_models/v_pistol_engineer.mdl"
"items"
"scout" "models/weapons/v_models/v_pistol_scout.mdl"
{
"<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>
Line 407: Line 479:
=== 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.
= Modifying vanilla weapons =
''This section will potentially include a different method for editing vanilla weapons that isn't widely used. In the meantime, please do '''not''' write any other methods here, and use this method with caution if you plan on editing vanilla weapons.''
To modify vanilla items, you can include blank item entries in your custom schema with the same IDs as the ones you want to edit. From there, simply add new parameters, and they will merge with the original item's in game. If the same parameter or attribute is in both the vanilla item entry and the copy, then the copy's version will take priority.
When attempting to override a item entry with the {{code|preset=3|baseitem}} parameter, you may have noticed that every other item with it disappears. To counteract this, include a blank copy of any base item you haven't modified in your custom item schema. It should be noted that any base items added to the vanilla item schema in updates must also be added to your custom schema, otherwise they will fail to appear in game. However, this is a rare occurrence, so constant maintenance won't be necessary.
Below is an example {{code|custom_items_game.txt}} file that contains empty copies of every item with the {{code|preset=3|baseitem}} parameter as of [[3.0.0]].
<pre>
#base "items_game.txt"
"items_game"
{
"items"
{
"0" // Bat
{
}
"1" // Bottle
{
}
"2" // Fire Axe
{
}
"3" // Kukri
{
}
"4" // Knife
{
}
"5" // Fists
{
}
"6" // Shovel
{
}
"7" // Wrench
{
}
"8" // Bonesaw
{
}
"9" // Shotgun (Engineer)
{
}
"10" // Shotgun (Soldier)
{
}
"11" // Shotgun (Heavy)
{
}
"12" // Shotgun (Pyro)
{
}
"13" // Scattergun
{
}
"14" // Sniper Rifle
{
}
"15" // Minigun
{
}
"16" // SMG
{
}
"17" // Syringe Gun
{
}
"18" // Rocket Launcher
{
}
"19" // Grenade Launcher
{
}
"20" // Stickybomb Launcher
{
}
"21" // Flame Thrower
{
}
"22" // Pistol (Engineer)
{
}
"23" // Pistol (Scout)
{
}
"24" // Revolver
{
}
"25" // PDA: Teleporter (Construction PDA)
{
}
"26" // Destruction PDA
{
}
"27" // Disguise Kit
{
}
"28" // Builder (Toolbox)
{
}
"29" // Medi Gun
{
}
"30" // Invis Watch
{
}
"735" // Sapper
{
}
"1132" // Spellbook Magazine (Halloween)
{
}
"1152" // Grappling Hook (Mannpower)
{
}
"1155" // PASS Time Jack (PASS Time)
{
}
"2000" // Umbrella
{
}
}
}
</pre>
= List of useful attributes =
The table below lists generally useful attributes from [[List of TF2C item attributes|this page]].
<div style="max-width: 100%; overflow-x: scroll;">
{| class="wikitable sortable grid"
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | ID
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Name
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Description
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Value Type
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Class
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Notes
|-
| 43 || scattergun no reload single || Attrib_Scattergun_NoReloadSingle || additive || set_scattergun_no_reload_single || Hidden
|-
| 128 || provide on active || When weapon is active || additive || provide_on_active ||
|-
| 280 || override projectile type || || additive || set_scattergun_no_reload_single || Hidden
Changes the projectile type of the weapon
|-
| 298 || mod ammo per shot || Per Shot: -%''s1'' ammo || additive || mod_ammo_per_shot ||
|-
| 303 || mod max primary clip override ||  || additive || mod_max_primary_clip_override || Hidden
|-
| 551 || special taunt ||  || additive || special_taunt || Hidden
|-
| 674 || class select override vcd || Attrib_Class_Select_Override_VCD || additive || class_select_override_vcd || Hidden
|-
| 675 || custom projectile model ||  || additive || custom_projectile_model || Hidden
Supports Rockets, Pipes, Stickies and Tranquillizer Darts
|-
| 796 || min_viewmodel_offset || || additive || min_viewmodel_offset || Hidden
Used for "tf_use_min_viewmodels 1" to shift the viewmodel's position
|-
| 2029 || allowed in medieval mode ||  ||  || allowed_in_medieval_mode || Hidden
|-
| 2058 || meter_label ||  ||  || meter_label || Hidden
|-
| 5011 || extra wearable bodygroup toggle active || || additive || extra_wearable_bodygroup_toggle_active || Hidden
|-
| 5048 || custom hand viewmodel || || additive || custom_hand_viewmodel ||
Hidden <br>
Uses a string
|-
| 5129 || mod burstfire || Sentry Gun turns +%s'''1'''% faster || additive || mod_burstfire || Note: Uses Wrong Localization string
|-
| 5135 || hidden separator || || || hidden_separator || All attributes in a weapon after this one will be hidden from the tooltip.
|-
| 5157 || passive reload holstered || Passively reloads ammo while holstered || additive || passive_reload_holstered ||
|-
| 5194 || hide ammo hud || || additive || hide_ammo_hud || Hidden
|-
| 5199 || banned in medieval mode || || additive || banned_in_medieval_mode || Hidden
|-       
| 5201 || custom disguise sound || || additive || custom_disguise_sound || Hidden
|-
| 5228 || mod ammo per reload || || additive || mod_ammo_per_reload || Hidden
|-
| 5229 || set reload single || || additive || set_reload_single ||
|-
| 5230 || Reload time start || || inverted percentage || mult_reload_time_start ||
|-
| 5231 || Reload time refill || || inverted percentage || mult_reload_time_refill ||
|-
| 5249 || mod use custom ammo type || || additive || mod_use_custom_ammo_type ||
Hidden <br>
Modes: <br>
1 = Primary Ammo <br>
2 = Secondary Ammo <br>
3 = Metal <br>
4 = Grenades1 <br>
5 = Grenades2
|-
| 5252 || set sentry bullet || || additive || set_sentry_bullet ||
Hidden <br>
Value is the projectile index from "override_projectile_type"
|-
| 5253 || set sentry rocket || || additive || set_sentry_rocket ||
Hidden <br>
Value is the projectile index from "override_projectile_type"
|-
| 5254 || weapon exclusive to holiday || || additive || weapon_exclusive_to_holiday ||
Hidden <br>
Modes: <br>
1 = TF Birthday <br>
2 = Halloween <br>
3 = Christmas <br>
4 = End of the Line <br>
5 = Invasion <br>
6 = Valentines <br>
7 = Pyromania <br>
8 = Full Moon <br>
9 = Halloween OR Full Moon <br>
10 = Halloween OR Full Moon OR Valentines <br>
11 = April Fools <br>
12 = Soldier Day (Rick May Passing) <br>
13 = Summer
|-
| 5256 || mod projectiles per shot || || additive || mod_projectiles_per_shot ||
|-
| 5263 || mod set banner flag model || || additive || mod_set_banner_flag_model || Hidden
|-
| 5264 || custom banner sound || || additive || custom_banner_sound || Hidden
|-
| 5268 || auto jumping || Wearer can automatically jump by holding the jump button || additive || auto_jumping ||
|-
| 5270 || always draw tracer || || additive || mod_always_draw_tracer_effect ||
Hidden <br>
Value is frequency, 1 being always
|-
| 5271 || never draw tracer || || additive || mod_never_draw_tracer_effect || Hidden
|-
| 5272 || duck jumping || Wearer can jump while crouching || additive || duck_jumping ||
|-
| ??? || N/A || N/A || N/A || custom_magazine_model || Requires custom attribute
|}


= See also =
= See also =