[TF2] Let's Play~!!!!! - Page 5
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Braintricks
137 Posts
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paper
13196 Posts
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DURRHURRDERP
Canada929 Posts
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MuR)Ernu
Finland768 Posts
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YunhOLee
Canada2470 Posts
I already tried to search into the config for the words: corpse, body, dead and it didn't bring up anything ![]() | ||
Klapdout
United States282 Posts
On May 29 2009 12:56 YunhOLee wrote: Ok, i installed the FPS config of m0re.. however i'm running throught a little problem, i can't find the command in console that removes the dead bodies from the game, and i want really want to see the bodies of dead people, anyone knows what it is? I already tried to search into the config for the words: corpse, body, dead and it didn't bring up anything ![]() The magic word was ragdoll m0re uses the following cvars in his lower fps config cl_phys_props_enable "1" cl_phys_props_max "600" cl_ragdoll_collide "0" cl_ragdoll_physics_enable "1" cl_ragdoll_fade_time "0.0F" g_ragdoll_fadespeed "0.0F" g_ragdoll_lvfadespeed "10" You'll have to experiment to find the right values you want, adding to fade_time will make them stay on the screen longer, 0 turns them off, I don't know what the F is for tbh. I'm not sure what the "g_ragdoll" cvars do either, you may need to play with them as well. I made my own config and use cl_ragdoll_forcefade 1 cl_ragdoll_fade_time "5" cl_ragdoll_physics_enable 1 This causes bodies to disappear immediately after death animations(makes it easier to find ammo) | ||
Realpenguin
8253 Posts
FARM YOUR ACHIEVEMENTS NOW! I already got all of mine using an achievement map with bots! + Show Spoiler [changelog] + Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Team Fortress 2 Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables Arena Mode Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off Added tf_arena_round_time to set a timelimit on the round Added the userid of the player who built the teleporter to the "player_teleported" event Fixed player killed event causing server crash Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled Fixed the Ambassador not doing damage to buildings Fixed Spies disguised as their own team not drawing blood effects Fixed players killed by flaming arrows not showing the appropriate death icon ALSO, you can run this program: http://www.sourceop.com/modules.php?name=Forums&file=viewtopic&t=1611 when you aren't doing anything else, so you can unlock hats. It's safe, I got a few duplicates and the engineer hat using it. | ||
eekmice
United States373 Posts
steam id is drunk_onion [USA] | ||
Dgtl
Canada889 Posts
On May 28 2009 18:44 paper wrote: roll the dice is a pretty dumb mod, but i've always wondered... what does the 'beacon' effect do? The beacon baisicly makes waves of circular white rings come from you every so often, and you also emit an annoying sound. Edit: Just read thing about making a competitive team. I will say that making a comp team on TF2 is really hard. You have to be amazing at TF2 to be able to win maybe one game out of ten in comp TF2 play. The clan that I am in right now did have a comp team and even though most of them were really good, they were really nothing compared to comp team level players. The gap from people who play it regularly and the people who play it on a competitive level is kinda like the gap from foreigner A/A-/B+ to Korean A+. Yeah, it really is that big of a gap T_T | ||
zizou21
United States3683 Posts
On May 30 2009 11:27 Realpenguin wrote: YES MILESTONES ARE BACK FARM YOUR ACHIEVEMENTS NOW! I already got all of mine using an achievement map with bots! + Show Spoiler [changelog] + Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Team Fortress 2 Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables Arena Mode Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off Added tf_arena_round_time to set a timelimit on the round Added the userid of the player who built the teleporter to the "player_teleported" event Fixed player killed event causing server crash Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled Fixed the Ambassador not doing damage to buildings Fixed Spies disguised as their own team not drawing blood effects Fixed players killed by flaming arrows not showing the appropriate death icon ALSO, you can run this program: http://www.sourceop.com/modules.php?name=Forums&file=viewtopic&t=1611 when you aren't doing anything else, so you can unlock hats. It's safe, I got a few duplicates and the engineer hat using it. thx for sharing that app hope it works :D edit: def works, added a few bckburners to my inventory np | ||
tec27
United States3690 Posts
On May 30 2009 11:27 Realpenguin wrote: YES MILESTONES ARE BACK FARM YOUR ACHIEVEMENTS NOW! I already got all of mine using an achievement map with bots! + Show Spoiler [changelog] + Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Team Fortress 2 Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables Arena Mode Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off Added tf_arena_round_time to set a timelimit on the round Added the userid of the player who built the teleporter to the "player_teleported" event Fixed player killed event causing server crash Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled Fixed the Ambassador not doing damage to buildings Fixed Spies disguised as their own team not drawing blood effects Fixed players killed by flaming arrows not showing the appropriate death icon ALSO, you can run this program: http://www.sourceop.com/modules.php?name=Forums&file=viewtopic&t=1611 when you aren't doing anything else, so you can unlock hats. It's safe, I got a few duplicates and the engineer hat using it. Thanks for linking this, I've been using it for a few days trying to get hats (no luck ![]() I got a bit tired of having to unminimize the command window to see if I got any items along with being annoyed by having it on my taskbar all the time, so I made a program to solve those issues. http://avantageous.com/HiddenSteamStats.zip Just throw that in the folder that has the idle program in it and run HiddenSteamStats.exe. It will open up SteamStats.exe for you, and put a Sandvich icon in your system tray. Just double click on the Sandvich to show/hide the command window. Whenever you unlock something (so long as you having logging items to file enabled), it will play the unlock.wav (replace that with whatever you want, its the TF2 achievement sound in the zip) and pop up a balloon tip with what you got. Exit SteamStats the normal way (bring up the command window and hit any key) and HiddenSteamStats will automatically close. | ||
paper
13196 Posts
maybe you'll be able to combine multiple items to make EVEN BETTER HATS! like three backburners for ... a fire hat | ||
traced
1739 Posts
On May 30 2009 15:09 Dgtl wrote: The beacon baisicly makes waves of circular white rings come from you every so often, and you also emit an annoying sound. Edit: Just read thing about making a competitive team. I will say that making a comp team on TF2 is really hard. You have to be amazing at TF2 to be able to win maybe one game out of ten in comp TF2 play. The clan that I am in right now did have a comp team and even though most of them were really good, they were really nothing compared to comp team level players. The gap from people who play it regularly and the people who play it on a competitive level is kinda like the gap from foreigner A/A-/B+ to Korean A+. Yeah, it really is that big of a gap T_T that's not true necessarily the difference between pubbers and a comp player is large, yes, but there's nothing special about the aim of most low level comp players. of course as you work your way up players get better and better, but it's gradual until you reach the very best. the real disparity between teams is strategy and teamwork/coordination. there are lots of players on top teams that aren't that great at aim but play smart, and smart almost always beats pure aim. and yes, this disparity between established teams and new teams is monumental, but not insurmountable. | ||
GoodWill
Canada149 Posts
On June 02 2009 15:16 traced wrote: that's not true necessarily the difference between pubbers and a comp player is large, yes, but there's nothing special about the aim of most low level comp players. of course as you work your way up players get better and better, but it's gradual until you reach the very best. the real disparity between teams is strategy and teamwork/coordination. there are lots of players on top teams that aren't that great at aim but play smart, and smart almost always beats pure aim. and yes, this disparity between established teams and new teams is monumental, but not insurmountable. For the 4 mid-top cevo-p/esea-i teams maybe, but aim difference will decide the rest of the games for 90% of the time. There's not a great deal of "talents" for even cevo and esea, you can easily tell who's a great aimer, who is mediocre and who is just bad. And you take that multiply the difference by 5 and you have a team of winners. | ||
Milton Friedman
98 Posts
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DURRHURRDERP
Canada929 Posts
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traced
1739 Posts
On June 02 2009 15:38 GoodWill wrote: For the 4 mid-top cevo-p/esea-i teams maybe, but aim difference will decide the rest of the games for 90% of the time. There's not a great deal of "talents" for even cevo and esea, you can easily tell who's a great aimer, who is mediocre and who is just bad. And you take that multiply the difference by 5 and you have a team of winners. do you play on a team, goodwill? tf2 is all about playing smart, playing coordinated, organized, and having good strategies. aim isn't nearly as important as you'd think, unless you play scout. | ||
HonestTea
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5007 Posts
Yay | ||
Siefu
Australia205 Posts
[Country] AUS I've got exams at the moment so I probably won't be playing that much for about another two weeks. By the way what do people think of the Huntsman? IMO the sniper rifle is better because it is easier to noscope with if you're in trouble and better long range. | ||
prOxi.Beater
Denmark626 Posts
Sure, we probably won't be very good, but I'm sure there are some bad teams out there that we can compete against. | ||
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