This new feature for ModMaker (MM) turned out to be a lot more complicated than I thought it was going to be. The basic idea was to make an editor for the weapon scripts Source games use to make it easier to tune and modify your Mod's weapons. These scripts are in a format commonly used in Source and all through MM, so it should be a breeze.
Nope.
Weapon scripts tie into a bunch of systems in the game code, the weapon manifest (in a different file) , sound scripts (in a different file), HUD game textures (in a different file), localizations (in a different file) and an enumeration of weapon behaviours (in the C++ code).
Aaaanyway, it took a couple of weeks to get it done and more or less working.
There are a few caveats, limitations and warnings I must offer:
- Only raw .txt files are supported, not the ICE'd .ctx scripts.
- Script comments will be stripped out when you edit a weapon.
- I haven't been able to open VTFs yet so picking sub-textures for weapon pick-up/selection are not as helpful as they could be.
- Weapon name localization must still be done via the localization tool.
- I don't have a library for playing MP3s, so their is no preview for the weapon sounds.
- There is no checking for bucket and slot collisions for weapon selection.
I expect to make some improvements to address some of these shortcomings for the next version. I also intend to add a feature to help you ICE your weapon scripts, ready for release. This feature might be renamed to "The Armoury" to make it sound a bit less dull. Also needs a cool new icon.
1.7 also fixed a bug that would cause your mod not to be listed in steam of you used the Game Information editor in earlier version of MM (as happened to EX alpha 8.06).
As usual if you have any bugs to report or feature requests just reply here or PM me directly.