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Its great
If you are also somebody reading this and need to access map through the console
Type - map 29
and it should pop up
I just wanted to spawn more than 1 bot of the same class with different hats to compare unusual effects, etc, and help me decide what hat to buy. I also wanted to try unusual combos with misc + hats since the original room doesn’t allow multiple unusual effects or items at once.
I downloaded this expecting it to help, but there are too many addons that don't address any of my issues.
The command "!add weapon unusual 702" is only useful if you know what each number represents. Players will just input random numbers and leave. We need a list or a proper command format like "!add [effect name] [hat name]" (e.g., "!add burning flames airdog"). Otherwise, I’ll just use "itemtest" in the console. A list of number-effect correlations would help, but until then, I’m moving on and hoping future updates improve this.
If unusual effect was applied to stock weapon, after death dropped weapon will be treated as weapon without any effect on it. But it works fine with war paint and skins. I don't know why it happens, it's just how things work in tf2 nowadays.
I'm unsure if this is even replicable on your end, as the only only mention of anything similar to this here seems to have magically fixed itself, but I still wanted to mention it.
Sorry, but what I meant is a script that would paint the taunt in the same way the game paints cosmetics (and weapons in case that was ever a thing). What I wanted to mention is that the script shouldn't specifically look for the taunt_prop file path, and instead work exactly how cosmetics are painted.
I'm not sure if the game looks specifically for the model_path in the case of cosmetics and weapons, however. Basically, if taunts showed up by pressing "F" on someone, it would have a paint_splatter icon and would say the name of the paint can, like it does with cosmetics.
I've been into servers that lets you paint cosmetics, and even weapons before. And to their credit, they work just like if you managed to paint weapons in-game (there's a workaround to paint weapons in the original itemtest). But, I've never been into one that actually allowed painting taunts too. A sourcemod plugin should work in theory, since those servers I mentioned would paint things you had equipped. I know some people who works with sourcemods, so maybe I could talk with them.
Thanks anyway. Your map's pretty cool, I should test it sometime.
And, probably, I can't get an access to player's taunts using VScript, sadly. I might be wrong, you should definitely ask someone who has more experience at VScript coding.
There's a couple taunt props with unused paintability, but I haven't made paint variants for them on the Wiki due that there's no real way to know if it actually would show up in game. We know that paintable weapons work due to the glitched Cow Manglers, but that's it.
The command / script should be like this:
It just paints the taunt index you have equipped. It should NOT specifically paint the taunt prop by looking at the schema's "custom_taunt_prop_per_class". The idea is to paint just like a cosmetic would be painted.
I don't know if this would be enough as a proof to start making them on the Wiki, but it would be interesting nonetheless to know whether or not that would work in-game.
figured asking you would be a much better option than reading the items_game.txt all the way through, since you know more about it than i do
Or you could simply write "map workshop/2969053782" in console.
-make a skybox room somewhere?
- fix this visual bug thats been there ever since original itemtest
also not really a "addition to the map" thing, but please elaborate on how to use the built-in commands, for instance, you can explain what each subcommand and parameter do, make more examples on how to do certain actions like getting medic to wield the AWP, etc.
will you ever find it in your heart to forgive me?