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Implemented Add a sub-material argument to the /createcustom script command

Chris

Active member
Joined
Dec 9, 2019
Messages
53
Currently when you create a custom script, you are limited to the props already within the game. This is good for sentimental items such as clocks, buttons or pictures but if you want to create a custom script (such as Xen Crystal in the example below) applying the sub-material is possible on the prop but once placed into the inventory it is reverted to it's default texture.

How about an additional argument for the creation of the script which includes what material the model should use? Or even, have sub-material saved onto the prop if applied with the toolgun. It would allow for props which have sentimental value to have a more distinct appearance instead of sharing it's apperance with the vanilla models. More of a QoL change with no real effect but it would look a lot more impressive if I pulled out a Xen Crystal rather than a piece of concrete labelled to be a Xen Crystal.

The change:

/CreateCustomScript <Name: string> <model: string> <material: string> <description: string>

So written out it would probably be something like

/CreateCustomScript "Crystal Shard" "models/props_debris/concrete_chunk03a.mdl" "models/props_lab/xencrystal_sheet" "A piece of a Xenian Crystal, it's been broken off from it's source."
 
added it as an option on the item so the command doesn't change.
 
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