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Author Topic: Gang Garrison 3D (tf2 mod actually but whatever)  (Read 5708 times)
Renya!
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« Reply #45 on: January 24, 2011, 08:27:27 pm »

Meower, I could help you out with this. I know a thing or two about TF2 modding.
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Quote
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« Reply #46 on: January 25, 2011, 11:10:41 pm »

Does it have Quote?
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« Reply #47 on: January 25, 2011, 11:16:29 pm »

Does it have Quote?
Not yet.
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Renya!
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« Reply #48 on: January 26, 2011, 10:10:14 pm »

Quote is going to be a bitch to include.

Before I started Ryo's Mod 3D, I was trying to make a GG2-style mod for TF2.
I tried replacing the Civilian with Quote. It didn't work.
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Meower
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« Reply #49 on: February 04, 2011, 11:55:32 am »

oh thanks ryo
I'm putting a hiatus on the thing till exam time is over, I already study too much programming every day to concentrate on this. Although I have all the variables written down and a programme to input them in stead of the actual unlockables. Also when I'm done with this, I wanna make UNBALANCED FORTRESS 2: all the pros of unlockables on all classes, + 30 hps on each one, no cons.
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Shiggy Diggylicious
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« Reply #50 on: February 04, 2011, 01:32:57 pm »

couldnt we just call it gg64 or super gang garrison?
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« Reply #51 on: February 04, 2011, 04:54:00 pm »

Quote is going to be a bitch to include.

Before I started Ryo's Mod 3D, I was trying to make a GG2-style mod for TF2.
I tried replacing the Civilian with Quote. It didn't work.
Civilian? We still on TF2 or did we just change into TFC
couldnt we just call it gg64 or super gang garrison?

Save the names for when it's finished...
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« Reply #52 on: February 04, 2011, 06:17:51 pm »

Civilian? We still on TF2 or did we just change into TFC
tf2 has a class called civilian, he just doesnt have any models, sounds or stuff.

he was left unfinished.
z9 Never looked through the files enough to notice that... just screwed around with the sounds Tongue
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Renya!
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« Reply #53 on: February 04, 2011, 09:05:46 pm »

when I'm done with this, I wanna make UNBALANCED FORTRESS 2: all the pros of unlockables on all classes, + 30 hps on each one, no cons.
Hey Meower.
Unbalanced OP as fuck mods are my thing.
Quit treadin' in my turf mang.
« Last Edit: February 04, 2011, 09:06:33 pm by Ryo » Logged

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« Reply #54 on: February 09, 2011, 07:21:45 pm »

this looks reasonably bitchin
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Shiggy Diggylicious
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« Reply #55 on: February 09, 2011, 07:27:33 pm »

couldnt we just call it gg64 or super gang garrison?

I think GG64 is a good name.
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Meower
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« Reply #56 on: February 10, 2011, 04:57:51 am »

when I'm done with this, I wanna make UNBALANCED FORTRESS 2: all the pros of unlockables on all classes, + 30 hps on each one, no cons.

Hey Meower.
Unbalanced OP as fuck mods are my thing.
Quit treadin' in my turf mang.

Okay. I'll grab the papers where I poot the stats and I'll send you a buggy program to poot the stats quicker.

Also, we're totally making an OP Mod when this is done.
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Renya!
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« Reply #57 on: February 12, 2011, 09:02:20 pm »

Progress Report:

Theoretically, the item stats *should* work now.

I even added support for named primary weapons, mediguns, knives, and spywatches.

However, Meower, which attribute do I add to make something wearable?
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Meower
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« Reply #58 on: February 13, 2011, 05:58:20 am »

Progress Report:

Theoretically, the item stats *should* work now.

I even added support for named primary weapons, mediguns, knives, and spywatches.

However, Meower, which attribute do I add to make something wearable?
Code:
"act_as_wearable" "1"

I'm sorry, I forgot how the attribute was named like.

Code:
"131"
{
"name" "The Chargin' Targe"
"item_class" "tf_wearable_item_demoshield"
"craft_class" "weapon"
"capabilities"
{
"nameable" "1"
"can_gift_wrap" "1"
}
"show_in_armory" "1"
"item_type_name" "#TF_Wearable_Shield"
"item_name" "#TF_Unique_Achievement_Shield"
"item_description" "#TF_Unique_Achievement_Shield_Desc"
"item_slot" "primary"
"anim_slot" "FORCE_NOT_USED"
"item_quality" "unique"
"propername" "1"
"min_ilevel" "10"
"max_ilevel" "10"
"image_inventory" "backpack/weapons/c_models/c_targe/c_targe"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player" "models/weapons/c_models/c_targe/c_targe.mdl"
---> "act_as_wearable" "1"                                              
"attach_to_hands" "0"
"attach_to_hands_vm_only" "1"
"drop_type" "drop"
"used_by_classes"
{
"demoman" "1"
}
"attributes"
{
"dmg taken from fire reduced"
{
"attribute_class" "mult_dmgtaken_from_fire"
"value" "0.5"
}
"dmg taken from blast reduced"
{
"attribute_class" "mult_dmgtaken_from_explosions"
"value" "0.6"
}
}
"allowed_attributes"
{
"all_items" "1"
"dmg_reductions" "1"
"player_health" "1"
"attrib_healthregen" "1"
"player_movement" "1"
}
"mouse_pressed_sound" "ui/item_wood_pole_pickup.wav"
"drop_sound" "ui/item_wood_pole_drop.wav"
}

An example of where you can find that "act as wearable" string. The gunboats use the same string too.



On a side note, Ryo, wanna try to check the "Silent killer" attribute on another minigun (not the one you modded for this thing)? I wanna know if it makes the enemy disappear through the usage of boolets  Hehe + smiley16
« Last Edit: February 13, 2011, 06:15:20 am by Meower » Logged

Renya!
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« Reply #59 on: February 14, 2011, 08:45:18 pm »

On a side note, Ryo, wanna try to check the "Silent killer" attribute on another minigun (not the one you modded for this thing)? I wanna know if it makes the enemy disappear through the usage of boolets  Hehe + smiley16

Nope. only works on knives.

Also, I did some research, and apparently, you can't change the stats of the default weapons.

Meower, here's also something you should look at. This is a reference I use.

http://forums.steampowered.com/forums/showthread.php?t=1661450
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