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Creating custom weapons - basics: Difference between revisions

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By moving the {{code|"can headshot VISIBLE"}} attribute to the top, it also moves it to the top of the item's description.
By moving the {{code|"can headshot VISIBLE"}} attribute to the top, it also moves it to the top of the item's description.


== Changing the model(s) ==
 
'''IMAGE GOES HERE'''
 
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.
 
 
'''IMAGE GOES HERE'''
 
By adding {{code|"effect_type" "positive"}} to the {{code|"can headshot VISIBLE"}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|"positive"}} with {{code|"negative"}}. The same goes for neutral attributes - replace {{code|"positive"}} with {{code|"neutral"}}.
 
== Models ==
=== c_models ===
=== c_models ===
What's that? You want to change the model too? Well, with the base selection of models in Classified, 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 of models in Classified, 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?
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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.


== Testing the weapon ==
== Testing ==
=== Loading into a map ===
=== Loading into a map ===
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.
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= Advanced weapon creation =
= Advanced weapon creation =
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== Prefabs ==
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== Creating custom models, effects and sounds ==
== Advanced parameters ==
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== Making custom attributes ==
== Custom models, sounds and effects ==
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