Creating custom weapons - basics: Difference between revisions
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Added some attribute info |
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* Duplicating certain parameters, {{code|attributes}} for example, does work, but it's advised not to do this to keep your weapon entries tidy. | * Duplicating certain parameters, {{code|attributes}} for example, does work, but it's advised not to do this to keep your weapon entries tidy. | ||
* | * Prefab info | ||
** 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. | ||
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* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there's a better way of doing this! | * {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there's a better way of doing this! | ||
* | * Localization strings in {{code|tf2c_english.txt}} | ||
* {{code|baseitem}} sets an item as the default in its slot. Rather finicky, so avoid using. | |||
* Attribute info | |||
** 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. | |||
** 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. | |||
= See also = | = See also = | ||