I currently have a goal - make an inventory system using the existing weapon framework.
I have a fairly good plan: weapon_item Needs several keyvalues; View Model - Overrides the weapon script for view model. World Model - Same as above but with world. Bucket number - Position horizontally in the weapon list. Bucket order - Vertical bucket position. Display Name - Self explanatory ~edit ALTERNATIVELY Instead of specific keyvalues for the above properties, a single one loading a script (say, scripts/items/pipe.txt) Already tried this method but ran into more difficulties. I THOUGHT they were good plans anyway... Then I tried to code them. So far, my only results have been a world model showing, and the weapon slot/bucket being correct. View model and display name are currently NOT working, and I can't determine why. Here is the code for both client and server: Client - http://pastebin.com/ZesQCzeY Server - http://pastebin.com/G9ib6ik2 Much of it is a mess of overrides to the CBaseCombatWeapon class, but I feel as though there is a simpler way it could be done... Right now I've done the terrifically barbaric solution of hardcoding all the names and viewmodels and referring to them based on an integer in the keyvalues - integers seem to be the only thing I can properly network. Originally posted on steam forums, but I'm getting desperate now... _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders