Scuffed pseudo-gamemode that gives random attributes to weapons, made in a way that's compatible with vanilla and custom gamemodes.
Currently deemed incomplete. It works fine, but is a bit rough internally.
- SourceMod 1.11
- TF2Attributes
- TF2 Econ Data
Command | Description |
---|---|
sm_ra_refresh |
Refreshes Random Attributes' configs |
ConVar | Default Value (is locked by settings config by default?) |
Description |
---|---|---|
sm_ra_enabled |
1 | Is 'Random Attributes' enabled? |
sm_ra_amount |
20 (locked) |
Amount of random attributes to roll per weapon |
sm_ra_amountupdate |
0 | Should attributes be rerolled the moment sm_ra_amount is changed? |
sm_ra_onlyallowteam |
"" | Only allows the specified team to make use of this plugin's functionality. Accepts 'red' and 'blu(e)', anything else means we'll assume you're fine with both teams |
sm_ra_rerolldeath |
1 (locked) |
Should attributes be rerolled when a player dies? - 0: No, only roll once per round - 1: Yes, excluding suicides - 2: Always |
sm_ra_rerollslot |
0 (locked) |
Should attributes be rerolled when a weapon in a slot is changed? Optional setting meant for gamemodes that give you weapons mid-round and you don't want players to be stuck with the same attributes Note: if sm_ra_rerolldeath is set to 0, this setting will still work if players choose to switch weapons (or are forced to, such as in the Randomizer gamemode)! |
sm_ra_activeonly |
0 | Forces the 'provide on active' attribute onto weapons, making (or at least trying its best to make) passive effects only work when a weapon with them is active |
- 42: providing code related to displaying localized strings and letting me borrow him and the Red Sun dev server for occasional private testing.
- Mikusch & Red Sun Over Paradise: helping me out with public playtesting.