Thread: A little help?

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  1. #1
    SOTF's Avatar
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    A little help?

    I've been goign through and changing a few values in my scripts, mostly just screwing around and pissing others off.

    But I got an idea to turn the tesla cannon into a super weapon. First i thought I would add an alternate fire by giving it flamer unit ammo, but that didn't work, so I figured "Well duh the flamer unit is a primary ammo type!" So i changed the alt fire to incendiary grenades. But alas, to no avail.

    I'm kind of at a loss here. Is what I'm trying to do even possible? Below is my Tesla file.

    // Alien Swarm Tesla Gun

    WeaponData
    {
    // Weapon data is loaded by both the Game and Client DLLs.
    "printname" "#asw_weapon_tesla_gun"
    "viewmodel" "models/weapons/mininglaser/mininglaser.mdl"
    "playermodel" "models/weapons/mininglaser/mininglaser.mdl"
    "playermodel_skin" "1"
    "anim_prefix" "ar2"
    "bucket" "0"
    "bucket_position" "0"

    "clip_size" "99999999999999"
    "default_clip" "99999999999999"

    "clip2_size" "99999999999999"
    "default_clip2" "99999999999999"

    "primary_ammo" "ASW_TG"
    "secondary_ammo" "ASW_ASG_G"

    "weight" "15"
    "item_flags" "0"

    // asw properties
    "reload_time" "0"
    "base_damage" "9999999999999"
    "fire_rate" "0"
    "equipicon" "swarm/EquipIcons/EquipTeslaGun"
    "equiplongname" "#asw_weaponl_tesla_gun"
    "equipdescription1" "#asw_wdesc_tesla_gun"
    "altfiretext" "#asw_weapon_vindicator_altfire"
    "attributestext" "#asw_weapon_tesla_gun_attributes"

    // flinching
    "FlinchChance" "0"
    "StoppingPowerFlinchBonus" "0"

    // which ammo elements this weapon should display on the hud
    "ShowBulletsOnHUD" "1"
    "ShowClipsOnHUD" "1"
    "ShowGrenadesOnHUD" "1"

    // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
    SoundData
    {
    "reload" "ASW_MiningLaser.ReloadA"

    "special3" "ASW_Weapon.Reload3"
    "special1" "ASW_Weapon_Rifle.Grenade"
    "reload" "ASW_MiningLaser.ReloadA"
    }
    }

  2. #2
    yozod's Avatar
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    Oh wait, can you use modified scripts with other users that don't have them? If you could, can you post it here? You will get a pretty good reputation here...

  3. #3
    SOTF's Avatar
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    Quote Originally Posted by yozod View Post
    Oh wait, can you use modified scripts with other users that don't have them? If you could, can you post it here? You will get a pretty good reputation here...
    Of course you can? Why else would I bother modifying the files? If you have a modified file and want to play with it, all you have to do is start a game, open the console, and type "sv_consistency 0" then it's a "normal" game. My advice? Don't mod a gun anyone can use. YOU WILL DIE.


    So, again in step format:

    1. Modify file.
    2. Create a game.
    3. Open the console.
    4. Type "sv_consistency 0".
    5. ??????
    6. PROFIT!

  4. #4
    yozod's Avatar
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    I did not understand the "Don't mod a gun anyone can use. YOU WILL DIE." part, please explain?

  5. #5
    UavN's Avatar
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    Basically saying that for example you mod the damage for the assault rifle and they shoot you it's basically a one hit kill.

    asw_god 1 fixes that.

  6. #6
    Tom's Avatar
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    Problem solved>?

  7. #7
    SOTF's Avatar
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    Quote Originally Posted by Tom View Post
    Problem solved>?
    His problem is solved. Mine has yet to be addressed.

    Also, asw_god 1 requires sv_cheats to be active. If you don't have it active you can't turn on god mode. If you do have it active then you are in a listen server, which I'm sure your buddies could join, but that loses the dickhead factor I love so much.

  8. #8
    Sidow32's Avatar
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    Just a question, but where are the files for the weapons?

    Nevermind, I found them

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