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If you include all 105 custom melee weapons along with the 10 stock melee weapons, you won't be able to even spawn the last 10-15 on the list).Ģ. Not all of the melee weapons will be accessible due to the string table being too long (Ex. You might pick up a mace and your world model shows you holding a pickaxe).ĥ. You might be holding one of the flamethrowers but the hud icon is a frying pan).Ĥ. The hud icons for all custom melee weapons will be scrambled (Ex. Since they're divided into sets the plugin likes to substitute all the non-accessible melee weapons with the first melee weapon in the melee table.įor example, if you play on The Passing and l4d2_MITSR_Random is set to 0, you'd get 100 fireaxes due to the set being used:ģ. Now, the reason l4d2_MITSR_Random must be set to 1 is because using a custom list in your cfg file will cause the plugin to try to spawn ALL of the melee weapons on the map. Plus, each set has a theme, or they came in those sets when the authors released these weapons.
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In case you're wondering why they were put in sets, it is simply due to the melee weapons table only being able to handle 15 melee weapons at once, 21 is really pushing it and is usually the maximum you can go before all the world models, hud icons, animations, and sounds start glitching out and colliding with each other. Code: "fireaxe machete tonfa frying_pan golfclub dsword fishingrod ssword wsword iaxe aetherpickaxe ipickaxe wpickaxe ghoe shoe gshovel wshovel" Explanation
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