Multiply A Weapon Stats by 10: The Plugin Build Status

It's in the name! All weapon stats multipled by 10. Everything about that (un)balanced goodness that you can run on your own TF2 server.

Join our group for a list of servers running the latest and greatest: http://steamcommunity.com/groups/tf2x10

Requirements

For the Updater bit: there will be times where Valve may change weapon attributes or add new ones. This is to ensure the server gets fast, timely updates to weapon attributes and any possible SourceMod plugin additions we have to complement the update. Highly recommended, but you can compile without the updater requirement if you so wish.

Cvars

tf2x10_autoupdate (default 1): Tells updater.smx to automatically update this plugin. 0 = off, 1 = on.

tf2x10_crits_diamondback (default 10): Number of crits after successful sap with Diamondback equipped.

tf2x10_crits_fj (default 10): Number of crits after Frontier kill or for buildings. Half this for assists.

tf2x10_crits_manmelter (default 10): Number of crits after Manmelter extinguishes player.

tf2x10_enabled (default 1): Toggle TF2x10. 0 = disable, 1 = enable

tf2x10_gamedesc (default 1): Toggle setting game description. 0 = disable, 1 = enable.

tf2x10_headscaling (default 1): Enable any decapitation weapon (eyelander etc) to grow their head as they gain heads. 0 = off, 1 = on.

tf2x10_headscalingcap (float, default 6.0): The number of heads before head scaling stops growing their head. 6.0 = 24 heads.

tf2x10_healthcap (default 2000): The max health a player can have. -1 to disable.

tf2x10_includebots (default 0): 1 allows bots (MvM or not) to receive TF2x10 weapons, 0 disables this.

Admin Commands

sm_tf2x10_disable: Disable TF2x10.

sm_tf2x10_enable: Enable TF2x10.

sm_tf2x10_getmod: Gets the current "mod" that is loaded over the default x10 weapons. See below.

sm_tf2x10_recache: Clears the x10 weapon trie cache and loads x10.default.txt. Useful if you're testing out attributes on-the-fly.

sm_tf2x10_setmod filename: Sets the current "mod". e.g. if the file is named x10.myweaponstuffs.txt then you will do sm_tf2x10_setmod myweaponstuffs.

Mods

All TF2x10 weapon stats are placed in x10.default.txt in the configs folder. The TF2x10 weapon plugin also includes rudimentary tf2items-esque coded weapon mods that will allow you to load different weapon attributes than what will be loaded from the main default file. An example of this is x10.vshff2.txt, which is manually loaded on map change by a VSH/FF2 x10 server I run. Things in this file will cancel out things in the default.

Note that in your x10.filenamehere.txt file, the first line should be what you named your file.

See x10.vshff2.txt and how things are done if you want a good example. Please, NEVER touch x10.default.txt as that will be updated as Valve sends out weapon attribute changes, and it's so much easier to load a "mod" so you don't have to go through the hassle of modifying things.

Known Compatibility With Other Game Mods

TF2x10's goal is for 100% compatibility with game mods. There may be one or two other game mods that will not ever work with x10, and that is fine. But things like Randomizer, Saxton Hale, Prop Hunt, etc. is what we're trying to be compatible with. Here's the full list:

Credits and Thanks

Coders:

InvisGhost - original x10 plugin to complement the tf2items txt

Isatis - overhaul, implementing TF2Attributes and pretty much 90% of what you see in the source

Dark Skript - bugfixing, additional support

RavenShadow - additional support

Weapon Attributists:

UltiMario - creating the mod and weapon attributes

Mr. Blue - PR and weapon attributes

Thanks:

FlaminSarge - for putting up with me and for some code examples I took (e.g. loading into trie) :p

Install Instructions

Place all three folders in your addons/sourcemod/ folder. Launch, and go!

If you are having any issues with the plugin itself, please post in the AlliedModders thread instead of contacting anyone on the x10 team individually so we can better help you. Thanks!