

Item Conversion
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Description
I'm sure that people are familiar with item conversion feature on mutation modes. Yeah, This mod has the similar feature.
Q: "What are the differences from that on mutation modes?"
A: "There are some differences, including a cfg file that allows you to convert items even during play. & Item conversion is not limited only to usable items & weapons, but also on junk/ useless objects, like plastic chairs, tables, mannequins, etc. This can also work on any modes."
The item conversion process is triggered when players are looking around, so it will take some time. Alternatively, you can immediately trigger it by shoving any movable medium/ big objects or weapons/ items on supply spots. There's a notification showing up in chat when the item conversion is triggered.
As for the mechanisms & instructions of how to register items, they are provided on "- (important info, read first) how to register items on cfg files.txt" file in "item conversion cfg" folder. & you can see "Instructions" below to read the simple mechanisms & guides on this page.
Bonus Features:
1. Chat command to detect model name: Type "check entity model" in chat while looking at an object to get the model name of the object.
2. TAB + CROUCH + SHOVE to detect model name: Press "TAB + CROUCH + SHOVE" & shove an object to detect the model name. But this can't work on small objects that you can walk through.
With this mod, even if certain custom campaigns don't provide enough supplies, you can still get supplies you want by converting some useless objects.
- Item conversion on any objects
- Auto item conversion on each round
- Shove objects to trigger immediately
- Chat command to help identify item model
- TAB + CTRL + SHOVE to identify item model
Tagged
Instructions
1. There are 2 files provided in the "item conversion cfg" folder: "- (important info, read first) how to register items on cfg files.txt" & "item conversion.txt". Try to read "- (important info, read first) how to register items on cfg files.txt" first, at least on the first point as it provides the model names of each usable item & weapon. 2. In the "item conversion.txt" cfg file, you'll find the contents like this:pistol = weapon_pistol_magnum_spawn
sniper_scout = weapon_hunting_rifle_spawn
awp = weapon_hunting_rifle_spawn
3. Texts in the front represent the item model names. They can be written in full form (example: "w_desert_eagle.mdl"), or in short form (example: "_eagle"). If you know other item model names, you can also use them, like "oildrum001" (this replaces crimson oil drums), "mannequin" (this replaces mannequin on "Dead Center" mall), etc. 4. Texts behind the equal symbol represent the classnames of items to replace the items in the front. These texts must use "_spawn" just like the examples on the "item conversion.txt". 5. Texts behind the equal symbol cannot be used to register carriable items & laser sight upgrade (examples: If you write "weapon_propanetank_spawn", "weapon_gnome_spawn" or "upgrade_spawn", it won't be registered & even will cause a bug instead). 6. Texts behind the equal symbol can be used to spawn melee, but the melee spawned will be random (to register melee, type "weapon_melee_spawn") 7. Item conversion is triggered in the beginning of each round after players look around for some time. 8. Alternative way to trigger item conversion immediately: Shove any objects with classname, like weapons/ items on weapon spots, saferoom door, normal doors, zombies, etc.
Changelog
03/31/24 ======== No change notes have been added by the publisher.
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kurochama
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File Details
item conversion.zip
(5.7 KB)
View Instructions
View Changelog
Version 1.0 Complete
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