A custom attribute that lets you change a weapon's worldmodel and viewmodel; the arms model and its animations.
Team_Fortress_2_2023.04.19-15.24_-_Trim.mp4
I didn't make any of these models you're seeing. Credits go to: the sentry pistol original creator, the wolverine claws original creator and VSH Rewrite for the merasmus wand and arms models
Name | Class | Description |
---|---|---|
set weapon model |
set_weapon_model |
It changes both the viewmodel and worldmodel of the weapon to the specified model. |
set weapon viewmodel |
set_weapon_viewmodel |
It changes the viewmodel of the weapon to the specified model. It overrides set weapon model . |
set weapon worldmodel |
set_weapon_worldmodel |
It changes both the worldmodel of the weapon to the specified model. It overrides set weapon model . |
set viewmodel arms |
set_viewmodel_arms |
It changes the arms model ( including arms ) to the specified model. |
set viewmodel bonemerged arms |
set_viewmodel_animations |
It changes the visible arms to the specified model. Useful if you want to set animations with set viewmodel arms but want to use a different model. |
You can apply these attributes via config with whatever plugin you're using ( if there is enough demand I can create one ).
Since this attribute acts like a TF2 attribute, you can utilize TF2Attribute's TF2Attrib_SetFromStringValue or any other native to set it. You can also retrieve the value with the given API.
Example:
"set weapon model" "models/weapons/custommodels/wolverine/c_machete.mdl"
<-- It sets the weapon model to this"set viewmodel arms" "models/weapons/custommodels/wolverine/c_sniper_arms.mdl"
<--- It sets the arms ( including animations ) to this"set viewmodel bonemerged arms" "models/weapons/c_models/c_pyro_arms.mdl"
<-- It sets the visible arms model to this but it keeps the animations ofset viewmodel arms
( or the original arms model if it's absent )
- You can't change the demoshield model.
- Mediguns and flamethrowers don't work properly.
- Mediguns: The beam won't appear ( that's because it's client-side ). [ This can get fixed by making a beam ourselves and parenting it ]
- Flamethrowers: The hands won't appear. [ This can get fixed by spawning the arms ourselves ]
- Nosoop's Econ Dynamic ( It injects custom attributes to act like real ones )
- TF2 Utils
- TF2 Attribute ( >1.7.2 )