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View Code? Open in Web Editor NEWImplementations of Custom Weapons 3 properties as custom attributes.
License: GNU General Public License v3.0
Implementations of Custom Weapons 3 properties as custom attributes.
License: GNU General Public License v3.0
[Maintainer note: This was originally posted in the Custom Weapons X issue tracker.]
Environment
Description
Sometimes, the server crashes for the following reasons.
https://crash.limetech.org/i6wpz2xd5k5d
https://crash.limetech.org/stats/97b6ba06f5099926b9d6be6a4b07035c71efab00febf1afe1496dbbc
If don't use the custom weapon plugin, this won't happen.
Also, there are no plugins on the server that affect custom weapon plugin.
I don't know the reason why.
As per the title, it could be fixed by simply switching weapons but still feels weird. An issue with CW3 at least.
public void TF2_OnConditionRemoved(int client, TFCond cond)
{
if(cond != TFCond_Taunting && TF2_GetPlayerClass(client) == TFClass_Sniper) UpdateClientWeaponModel(client);
}
This piece of code handles the issue.
I don't encourage using CW3 anymore that CWX is out, but in case someone is using it for the time being like me.
I don't know if there is a way to fix this but whenever I taunt with a custom weapon that uses a custom model, the model just floats around the character relative to the position they would be in if in the idle animation (except for group taunts like high five and square dance where they stick to the hand of the character instead) I hope this can be fixed soon or something? (unless I am missing something?)
Just wanted to make light of this issue I have discovered. This is issue has not yet been seen on any other model type.
This issue affects the sniper's arm models as well. No errors are thrown in client or server console. Worldmodels appear fine. Zabaniya001's weaponmodel override also has this issue, however the arm models appear correctly, while the bow issue persists. Multiple bow models have been tested with no differences. Bow models are functioning as intended and are not themselves, broken.
Weapons are invisible
Had this issue for bit, custom worldmodels on other players do not show up but you can see the outline of the weapon for the seconds teammates have outlines when you respawn.
Custom worldmodels are completely visible on yourself when in third person, I have no other plugins than a thirdperson plugin and the ones needed for CWX. It feels like it's not a problem with CWX, but I'm unsure what would be the stem of it.
Those issues as far as i've seen are basically the only downsides in using this version
Worldmodel of the original wepon isn't hidden unless you're taunting
Update it with #2
when I try to set it on the shield weapons, it doesn't properly work when equipped with grenade launchers, instead it just shows only in viewmodel.
"{c00039}"
{
"name" "Argent Shield"
"item_class" "tf_wearable_demoshield"
"defindex" "131"
"keep_static_attrs" "2"
"used_by_classes"
{
"demoman" "secondary"
}
"attributes_custom"
{
"clientmodel override" "models/workshop/weapons/c_models/c_argent_shield/c_argent_shield.mdl"
"worldmodel override" "models/workshop/weapons/c_models/c_argent_shield/c_argent_shield.mdl"
"viewmodel override" "models/workshop/weapons/c_models/c_argent_shield/c_argent_shield.mdl"
}
}
This is the custom model I used.
argent_shield.zip
Is it possible to add compatibility with materials? it may allow warpaint application, and let custom models with a separate model/material directorys to work with this. -- or potentially add in VKP compatibility?
This was an issue with Custom Weapons 3, but the barrels of custom minigun models do not spin at all. Ive tried with the Leviathan and the Cerberus, neither work. Sure, they load completely fine, but is it possible to fix this? For reference, other models with animated parts do work correctly, for example, the turbine on the Afterburner flamethrower spins correctly.
Hello, I'm having a problem setting a custom model on tf_dropped_weapon.
The "UTIL_SetModel: not precached" error is happening when I set it, and it leads to server crashes.
1272/ - tf_dropped_weapon: UTIL_SetModel: not precached: models\weapons\c_models\c_skullbat\c_skullbat_s1.mdl?
https://crash.limetech.org/azhkq2bwlcl2
The precache process seems like it doesn't have problem, so I don't know how exactly the reason is.
Would be appreciated to be helped out. Thanks.
Wearable weapons like demoman boots are not displayed on worldmodel.
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