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| = Misc info to be added to the finished sections (TEMP!)= | | = Misc info to be added to the finished sections (TEMP!)= |
| * It should be noted that custom weapons don't currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}
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| * It's a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.
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| * Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.
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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.
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| * Prefab info | | * Prefab info |
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| ** 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. |
| ** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab "prefab1 prefab2"}} will make the weapon inherit the parameters from both {{code|prefab1}} and {{code|prefab2}}) | | ** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab "prefab1 prefab2"}} will make the weapon inherit the parameters from both {{code|prefab1}} and {{code|prefab2}}) |
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| * {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.
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| * {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values. | | * {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values. |
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| * Attribute info | | * Attribute info |
| ** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters.
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| ** Attributes are defined in the attributes section of the schema using a similar system to item entries.
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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}}
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| ** 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 |
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| = Important note! =
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| Aside from parameter or model/sound/etc names, please don't allow people to directly copy and paste things from here into their schemas. It's important that people actually take the time to understand how the schema works rather than just copying and pasting things and having no clue of what individual bits do.
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