A custom attribute system for Team Fortress 2.
This is alpha quality software, intended as a proof-of-concept. It may be leaking handles. It uses deprecated SourceMod functionality. It could mangle things I never expected it to.
The core plugin (tf_custom_attributes
) provides an extremely simple interface for other
plugins to access some internal storage on each item, being able to assign custom key/value
data, mainly for CAF-based attributes (that is, plugins using this framework to implement
attributes).
Attributes are automatically copied across dropped items and item pickups, making it compatible with the changes introduced in the Gun Mettle update.
Install the core tf_custom_attributes.smx
plugin file. You'll also need TF2Attributes.
You will also want some attribute plugins written for the framework; see the Public Custom Attribute Sets page for various CAF-based attributes.
If you're a server operator, there are a number of plugins available that can apply custom attributes to items and/or integrate with existing plugins; the Applying Custom Attributes wiki page provides instructions on known compatible setups.
If you're a developer, the Creating Custom Attributes wiki page provides some info on how to write your own CAF-based attributes. There are a few toy attribute examples in the project repository, and the Public Custom Attribute Sets page has the source of more.
I disliked the (at the time) existing approach as an attribute developer.
In every iteration of Custom Weapons that I'm aware of, you get one forward that tells you when
a weapon requests an attribute: CustomWeaponsTF_OnAddAttribute
(or CW3_OnAddAttribute
).
This is an event-based approach to adding attributes, which means the burden is put on developers to listen to that forward and write boilerplate to keep track of what entities have their attributes and what values they have.
When the plugin is reloaded, it forgets what weapon has its attributes, so developers have to spend time reequipping the item every time they need to make a change.
This API handles attributes similar to how the game does: you instead check for your desired attributes at runtime, when the game is doing something you might be interested in, and the attribute system handles storing the values for you.
How does this compare to the Hidden Dev Attributes plugin?
The hidden dev attributes plugin (or similar schema injection methods!) is much more optimal — I'd highly recommend taking advantage of the native attributes system if you can. You can specify your own unique attribute classes and the game won't know the difference.
The primary difference between the two is that the Custom Attribute Framework core has no concept of "known" attributes, so you can insert arbitrary keys into items without external configuration (whereas native attributes need to exist in the in-memory schema, hence the injection process).
The Custom Attribute Framework was started before extensive research was done on the in-memory
schema, hence the "surrogate" method of installing a KeyValues
handle into an existing
attribute.
In the future, the Custom Attributes Framework core may be a simple wrapper for native attributes, or just deprecated entirely (likely once string attribute support lands in TF2Attributes proper).
Porting CAF-based attributes to native ones is a fairly easy transition. It's a few native function swaps with the TF2Attributes equivalent, plus defining the attribute classes to be added to the schema.
TF2 Econ Dynamic is intended to be the successor in a sense, since it is a schema injection method as Hidden Dev Attributes is.
What it brings to the table is the ability for attribute authors to self-register attributes, so getting things up and running requires fewer steps for both developers and server operators alike in the simple case.
The current implementation leverages the existing attributes system (using TF2Attributes), packing a KeyValues handle into a benign, unused attribute. This allows attributes to persist through weapon drops.
The particular implementation details may change in the future, as long as we can get information out of an entity in a persistent manner.