Closed nosoop closed 3 years ago
Ended up deciding not to do any changes to tf2utils for the time being.
tf_speakeasyinspired_weapons.txt
Example Config, for the issue mentioned above. It makes use of a tf_wearable, which I wanted to have as a stand-in to the Mantreads for visibility sake.
Ah, that's an invalid combination — the item it's inheriting is strictly a wearable and not a wearable weapon like the Gunboats / Mantreads are (see the item slot column).
That's something I'll have to error out on, and to figure out in what way to do that.
There might be a way to implement that correctly in the future, though I can't really guarantee it.
Thanks for the config though; it provides an insight into the sort of creative ways that can break the plugin.
Persistence improvements were made for off-class items, and a side effect of that appears to allow for wearables in non-native slots. I tested your config again and it appears to work.
If you're still using the plugin, do try it and let me know!
I'll try it out!
It works, thank you!
Separated out individual issue from #28, CC @SnowySnowtime
I'm almost certain this stems from wearables still being on the player.
cwx/item_entity.sp::TF2_RemoveItemByLoadoutSlot()
only checks against the loadout entity, which means off-class loadouts aren't recognized or unequiped.I thought I had an issue tracking this quirk somewhere in tf2utils. There's a change there I've been meaning to push, so I'll test / deploy it if it works out.