Creating custom weapons - advanced: Difference between revisions
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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. | 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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{{code|bots_cant_use}} | {{code|bots_cant_use}} | ||
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Prevents bots from equipping | Prevents bots from equipping an item. | ||
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TEMPTEXT | TEMPTEXT | ||
=== List of | === List of visuals parameters === | ||
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== | == Other == | ||
=== 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 = | ||