Creating custom weapons - advanced
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This page contains more in-depth information into the details regarding custom weapon creation. If you're just starting out, it's advised that you read Creating custom weapons - basics first.
Prefabs
Creating prefabs
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Using prefabs
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Advanced parameters
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| Tag | Notes |
|---|---|
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bots_cant_use |
Prevents bots from equipping an item. |
Taunts
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Bucket
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List of visuals parameters
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Team-specific visuals
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Animation replacements
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Custom text colours
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Custom models and effects
Custom models
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Custom sounds
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Custom particles
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Other
Modifying vanilla weapons
Using the recommended custom_items_game.txt method, you're able to override some vanilla weapons - namely ones that are not equipped by default, like the Rejuvenator, Harvester, Hunting Revolver, etc. - by creating an item entry with the same ID as the item you want to modify or replace.
However, modifying default weapons like the Medi Gun, Fire Axe and Sniper Rifle is much trickier, and will cause problems if you attempt the prior method of overriding them. The reason why is the baseitem parameter, which sets any weapons it's applied to as the default weapon for its slot. If on multiple weapons in the same slot (even if you're simply overriding a vanilla weapon), the game freaks out and prevents any item with the baseitem parameter from loading.
In the fairly unlikely scenario that you want to modify default weapons, then you can use the obsolete items_game.txt method to override the entire vanilla item schema to circumvent this issue. At that point though, just make the rework a separate weapon or something.