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
No edit summary
Line 103: Line 103:


=== Example ===
=== Example ===
Below is an example item entry for a custom pistol with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]'s fire sounds. Copy it and try modifying it to get a feel for making items. If you're looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C's item schemas.
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]'s fire sounds. Copy it and try modifying it to get a feel for making items. If you're looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C's item schemas.


[[File:example_04_custompistol.png]]
[[File:example_04_custompistol.png]]
Line 112: Line 112:
[[File:example_04_backpack.png]]
[[File:example_04_backpack.png]]


== Attributes ==
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It's a bit boring, so how about we spice things up a bit?


[[File:example_07_canheadshot.png]]
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|"can headshot"}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?
Let's see how the description looks in game:
[[File:example_07_backpack.png]]
Oh dear. It seems the {{code|"can headshot"}} attribute lacks a description string, and is therefore hidden. This, of course, isn't ideal for stat clarity, so how exactly do we go about fixing this?
Well, remember the {{code|preset=3|"attributes"}} explained [[Creating custom weapons#Explanation|here]]?
== Changing the model(s) ==
What's that? You want to change the model too? Well, with the base selection, there's only one that works with {{code|preset=3|"attach_to_hands" "2"}} - the Pistol model that we're currently using. However, what about TF2's c_models?
What's that? You want to change the model too? Well, with the base selection, there's only one that works with {{code|preset=3|"attach_to_hands" "2"}} - the Pistol model that we're currently using. However, what about TF2's c_models?


Line 125: Line 142:




You might've noticed that the Engineer was added to {{code|preset=3|"used_by_classes"}}. Due to the way c_models work, you don't need to set different models for each class for the animations to work properly, which is why the change was made. However, v_models have the animations baked into the models themselves, so how do you get them to change between classes?
You might've noticed that the Engineer was added to {{code|preset=3|"used_by_classes"}}. Due to the way c_models work, you don't need to set different models for each class for the animations to work properly. However, v_models have the animations baked into the models themselves, so how do you get them to change between classes?


The answer lies with the {{code|preset=3|"model_player_per_class"}} parameter.
The answer lies with the {{code|preset=3|"model_player_per_class"}} parameter.
Line 132: Line 149:


By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.
== Adding attributes ==
TEMPTEXT
== Changing the model(s) and sounds ==
TEMPTEXT


== Testing the weapon ==
== Testing the weapon ==