Creating custom weapons - basics: Difference between revisions
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= Getting Started = | = Getting Started = | ||
== Creating the custom item schema == | |||
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|<SteamUserDir>\Team Fortress 2 Classified\tf2classified\custom\<Mod Name>\scripts}} directory. This is the file that will contain all of 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}} directory. This is the file that will contain all of 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. | ||
== Setting up the custom item schema == | |||
TEMPTEXT | |||
= Creating your first weapon = | |||
== The essentials == | |||
TEMPTEXT | |||
== Adding attributes == | |||
TEMPTEXT | |||
== Changing the model(s) and sounds == | |||
TEMPTEXT | |||
== Testing the weapon == | |||
TEMPTEXT | |||
= Advanced weapon creation = | |||
== Creating custom models, effects and sounds == | |||
TEMPTEXT | |||
== Making custom attributes == | |||
TEMPTEXT | |||
== VScript == | |||
TEMPTEXT Link to a separate VScript page | |||
= | = See also = | ||
* | * [[List of TF2C item attributes]] | ||
* | * [[List of TF2C item classes]] | ||
* | * [[List of TF2C conditions]] | ||
[[Category:Guides]] | |||
= Misc info to be added to the finished sections (TEMP!)= | = Misc info to be added to the finished sections (TEMP!)= | ||
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** 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. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}} | ** 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. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}} | ||
** Quite a few weapon attributes have interesting behavior if set to additive mode | ** Quite a few weapon attributes have interesting behavior if set to additive mode | ||