It needs to be included in the client and server code, no weapon stub is
needed.
Here is the weapon script.
// Grapple Hook
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "GRAPPLE HOOK"
"viewmodel" "models/weapons/v_crossbow.mdl"
"playermodel" "models/weapons/w_crossbow.mdl"
"anim_prefix" "bow"
"bucket" "5"
"bucket_position" "2"
// "clip_size" "1"
// "default_clip" "5"
// "primary_ammo" "XBowBolt"
// "secondary_ammo" "None"
"clip_size" "-1"
"clip2_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"default_clip" "-1"
"default_clip2" "-1"
"autoswitchto" "0"
"autoswitchfrom" "0"
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e.
max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_Crossbow.Single"
"reload" "Weapon_Crossbow.Reload"
"special1" "Weapon_Crossbow.BoltElectrify"
"special2" "Weapon_Crossbow.BoltFly"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "g"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "g"
}
"ammo"
{
"font" "WeaponIcons"
"character" "w"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "96"
"width" "24"
"height" "24"
}
"zoom"
{
"font" "Crosshairs"
"character" "Q"
}
"zoom_autoaim"
{
"file" "sprites/crosshairs"
"x" "24"
"y" "112"
"width" "104"
"height" "16"
}
}
}
On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman
<[email protected]>wrote:
> Doesn't appear to work for OB SP. Compiles fine, added it to the
> c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
> C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a
> weapon_crossbow weapon script and renamed to weapon_grapple to no dice.
>
> Just get:
> ] give weapon_grapple
> Attempted to create unknown entity type weapon_grapple!
> NULL Ent in GiveNamedItem!
>
>
> On Mon, Aug 17, 2009 at 2:58 PM, Gabriel <[email protected]> wrote:
>
> > Thank you so much! I will take a look at it!
> >
> > Gabriel Smith
> >
> > On Aug 17, 2009, at 5:38 PM, Ryan Sheffer <[email protected]> wrote:
> >
> > I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
> > wiki
> > for all to view.
> >
> > http://developer.valvesoftware.com/wiki/Grapple_Hook
> >
> > I am sure it would come in handy, all you would need to do is get a
> > barnacle
> > weapon view model and world model going, and perhaps change the color of
> > the
> > rope used, and the hook model.
> >
> > Cheers,
> >
> > On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith <[email protected]>
> wrote:
> >
> > ob
> >
> > Gabriel Smith
> >
> >
> >
> >
> > ________________________________
> > From: "Adam "amckern" McKern" <[email protected]>
> > To: Discussion of Half-Life Programming <[email protected]
> >
> > Sent: Sunday, August 9, 2009 5:45:01 PM
> > Subject: Re: [hlcoders] Barnacle weapon
> >
> > It uses a sprite attachment - are you doing this in goldsrc or ob?
> >
> > --------
> > Owner Nigredo Studios http://www.nigredostudios.com
> >
> > --- On Mon, 10/8/09, Harry Jeffery <[email protected]>
> wrote:
> >
> > From: Harry Jeffery <[email protected]>
> > Subject: Re: [hlcoders] Barnacle weapon
> > To: "Discussion of Half-Life Programming" <
> [email protected]
> >
> > Received: Monday, 10 August, 2009, 7:41 AM
> >
> > I think it used a rope for the visuals but for moving the player I have
> no
> > idea.
> >
> > 2009/8/9 Gabriel <[email protected]>:
> > I am trying to implement a barnacle like weapon like the weapon in
> > Hl:OP in my mod. Does any one know the extendable tougue was made,
> > since I am sure it was not just a long cillinder modeled in.
> >
> > Gabriel Smith
> >
> >
> >
> >
> >
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
> >
> >
> >
> >
> >
> __________________________________________________________________________________
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> >
> >
> >
> > --
> > ~Ryan ( skidz )
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> > please visit:
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> >
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> >
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> >
> >
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>
--
~Ryan ( skidz )
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