Releases: wootguy/weapon_custom
weapon_custom v9
weapon_custom v8
Fixed crashes in SC 5.22
weapon_custom v7
- Fixed viewmodels showing in observer mode
- Fixed multiple ammo bugs
- Picking up a weapon with an empty clip would fill it's clip with half of the total held ammo.
- Weapons without a clip would give extra ammo when picked up after being dropped.
- Added an option to bypass the default ammo that is normally provided with a new weapon (for scripts only - used in the rust maps)
weapon_custom v6
Fixed crash caused by dropping weapon before a weapon animation was scheduled to play as part of a weapon_custom_user_effect chain.
weapon_custom v5
- Fixed weapon dropping for SC 5.17
- Fixed only getting half the ammo from a dropped weapon when +USEing it
- Entity lights are also created when using dynamic lights (nearby models are lit up, not just the world)
Remember to update your map script to point to the new "v5" script folder.
weapon_custom v4
Changes
- Projectile models are animated
- "Friendly Fire" option added to shoot entities (for PvP)
- This works with 32 players unlike the entity-based solution which relies on a limited set of classifications.
- Custom entities allowed when "Projectile Type" is set to "Tripmine".
- Set "Projectile Entity" to something to make new types of placeable explosives.
- Add support for ammo dropping
- New keyvalues in weapon_custom:
- Primary Ammo Drop Class
- Secondary Ammo Drop Class
- if the new keyvalues are left blank, then the smallest known ammo class is used. For example, if your weapon uses 9mm ammo, ammo_9mmclip will be the dropped ammo type.
- New keyvalues in weapon_custom:
- Add support for secondary clips and reloading (e.g. grenade launcher on m16).
- New keyvalues in weapon_custom:
- Primary Clip Size (renamed from "Clip Size" and moved next to primary fire settings)
- Secondary Clip Size
- Secondary Default Ammo
- Secondary Reload Mode (only "Simple" and "Effect Chain" modes supported for now)
- Secondary Reload Time
- Secondary Reload Animation
- Secondary Reload Sound
- Secondary Reload User Effect
- New keyvalues in weapon_custom:
- Add "Cooldown On Fail/Empty" keyvalue in the shoot entities for when shooting fails (out of ammo or in water). Default value is 0.5 seconds.
- Example map updated to use new hud sprites (ammo icons were rearranged in a recent sven update). The map now also includes a dick weapon.
- WeaponCustom namespace used to prevent conflicts with other scripts.
- Scripts moved to "weapon_custom/v4" folder to prevent conflicts between maps using different versions of weapon_custom.
Bugs fixed
- Crashes caused by chained effects/explosions
- Crash caused by +USE'ing a weapon you already have
- Multiple speed multiplier bugs (not working when set to 0, applied when weapon not active, getting frozen)
- Windups not working with low fps and/or dropped packets
- Movement sound playing after projectile life expires
- "Explosion Smoke FPS" not doing anything (weapon_custom_effect)
- Error in console when picking up a weapon that doesn't use ammo
- Reloading without ammo when using effect chains
- Projectile impacts launching targets without DMG_LAUNCH
- Attached projectiles don't fall when target dies
- RadiusDamage increases radius randomly (sven bug)
- "weapon slot full" error message didn't work
- Losing half your ammo when +USE'ing the weapon you dropped
- Selecting empty weapon with "Can Select if Empty" doesn't set view model
- weapon drop logic updated for build 2396897
Upgrade instructions
- Extract archive to your Sven Co-op folder
- Update your map script to point to the new include location:
#include "weapon_custom/v4/weapon_custom"
weapon_custom v3
Changes:
- Updated to work with SC 5.11+
- "User Effect (Victim)" key added (applied to the victim of an attack)
- Kickback and knockback keys are directional now (Right+Up+Forward instead of just Forward)
- Allow changing more weapon settings mid-game (primary/seconday/tertiary fire, sounds, effects, clip size, movement speed).
Bugs fixed:
- High damage launching players without the DMG_LAUNCH damage type.
- Beam attack exception
- Default ammo not working for weapons without a clip
You might notice there are some monster_custom related files here now. That was my failed attempt to make custom monsters. They're usable but really dumb and incomplete. I won't work on them again until more of the API is exposed.
If you want to try the custom monsters anyway, set up your map script to call CustomEntsMapInit() and CustomEntsMapActivate() from custom_ents.as. I left an example monster in the test map.
weapon_custom v2
Changes:
- Mapper-placed weapons respawn by default
- Implemented "Disable respawn" and "USE only" spawn flags (flags will be invisible but in the same position as the default weapon_* entities)
- "Hook Texture Filter" is case insensitive
Bugs fixed:
- Ammo regenerates past max ammo count when using custom ammo
- No ammo loss when holding two fire buttons for constant beam weapons
- Ammo rapidly depletes when holding reload key for weapons without clips
- Error reporting an error with weapon_custom_effect
- p_models not rendering
- weapons not respawning when created with squadmakers
- grapple sound playing after death
weapon_custom v1
The initial version of weapon_custom. It contains incomplete features and bugs (like most software), but it's good enough for people to start using.