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. | ||
== | |||
'''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 | == 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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== | == Advanced parameters == | ||
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== | == Custom models, sounds and effects == | ||
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