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View Code? Open in Web Editor NEWItems with custom attributes.
Home Page: https://forums.alliedmods.net/forumdisplay.php?f=146
Items with custom attributes.
Home Page: https://forums.alliedmods.net/forumdisplay.php?f=146
Does not work on Windows OS
Affected plugin - FF2
Crash report - https://crash.limetech.org/nooijd4qne5v
And i see that TF2Items throw error about NULL item, but FF2 treats bots as regular players in all meanings, so ff2 should not be the reason here.
And the crashes are complete random, it could and could not crash and is not stick to a specific ff2 boss, so this should be something about the bots and tf2items.
How do you find the TF2 offsets? I have been working on some plugins for a mod called Team Fortress 2 Classic and I can't find any information on it, but I need to change the offsets in the tf2items.txt so it will work on my server. Also it errors when running build.bat saying
call "\vsvars32.bat"
'"\vsvars32.bat"' is not recognized as an internal or external command,
operable program or batch file.
..\configure.py
Traceback (most recent call last):
File "configure.py", line 3, in
import ambuild.runner as runner
ModuleNotFoundError: No module named 'ambuild'
build.py
'build.py' is not recognized as an internal or external command,
operable program or batch file.
It seems like some of the files required for it to build are missing. Could you explain how to find the offsets and maybe also what I need to download to get this working?
TF2Items/extension/extension.cpp
Line 184 in d81b0ff
Is it intentional that the extension does not free the handle of the overridden item during TF2Items_OnGiveNamedItem
? There isn't any documentation on the intentions here. My workaround is to create a timer and free the handle:
public Action TF2Items_OnGiveNamedItem(int client, char[] classname, int weapon, Handle &override) {
/* ... */
override = TF2Items_CreateItem(OVERRIDE_ATTRIBUTES);
/* ... */
if (override) {
CreateTimer(1.0, timerDelete, override);
return Plugin_Changed;
}
}
Action timerDelete(Handle timer, Handle item) {
delete item;
}
Hello I am having a lot of issues compiling with ambuilder.
It seems like it is made for some old build of sourcemod. I had to include additional directories for files that moved such as:
/sourcemod/sourcepawn/include/sp_vm_types.h
/sourcemod/public/amtl/amtl/am-string.h
compiler['CXXINCLUDES'].append(os.path.join(AMBuild.cache['SOURCEMOD14'], 'build', 'includes'))
compiler['CXXINCLUDES'].append(os.path.join(AMBuild.cache['SOURCEMOD14'], 'public'))
compiler['CXXINCLUDES'].append(os.path.join(AMBuild.cache['SOURCEMOD14'], 'public', 'amtl'))
compiler['CXXINCLUDES'].append(os.path.join(AMBuild.cache['SOURCEMOD14'], 'public', 'amtl', 'amtl'))
compiler['CXXINCLUDES'].append(os.path.join(AMBuild.cache['SOURCEMOD14'], 'sourcepawn', 'include'))
And also comment out "AMBuild.Include(os.path.join('buildbot', 'Versioning'), globals)".
Then smsdk_config.hpp complains about SM_VERSION not being defined.
Is this intended? Will there be any effort to get it to compile with a recent version of sourcemod?
If a spy is on the other team and uses a revolver with modified attributes he will not be able to change the disguise weapon to that revolver. This also causes the weapons not to update. E.g. When disguised as a demoman and swapping disguise to spy the Grenade launcher will still render on the spy. If all of the spies weapons have modified attributes he is not able to change disguise weapons at all.
If your first disguise is a spy with the above conditions you will not be able to swap to any of the modified disguise weapons, and will only have a sapper. On some cases the disguise will fallback to a random players weapons like a rocket launcher and show as a T Pose.
This only affects spy disguises!
Steps to reproduce the behavior of the first issue:
Steps to reproduce the behavior of the second issue:
Expected behavior
Swap disguise weapons as normal, Don't render previous disguise weapons
Environment
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