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 Tf2 pack problems 
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Post Tf2 pack problems
I'm making this Tf2 weapons pack (maybe actors too if i get around doing it) and there is some problems

1: The medigun... How could i make it if do-able, or what should i replace it with? The same with kritzkreig.

2: Some of the guns and projectiles is blu(e) or red, and if i'm going to do actors, i have to make them something else than brown or gray. Should i only make red ones, or should i make red and blue, or red and green?

3: Should the actors come pre-equipped?

4: The engineer is also a problem. I can make a turret that wil evolve over time into its upgrade, and that would be pretty neat, but i can't limit him. But will that equal out with him unable to make a teleporter and dispencer? And should i make a dispencer, which throws out randomly weapons?

5: The spy is the biggest problem. I could make the disguise weapon, and people could spy check by shooting at the health bar, as that would be an armor attachment. But he would be unable to backstab as you can see both ways. So what should i give him? Also what about cloak?


Fri Oct 03, 2008 9:56 pm
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Post Re: Tf2 pack problems
I'd suggest making a series of scenes based on TF2 maps. That way you could use Lua to make up for a variety of problems with current code.


Fri Oct 03, 2008 10:03 pm
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Post Re: Tf2 pack problems
Medic gun isn't possible, at least, from what's been discussed so far it's not.


Fri Oct 03, 2008 10:34 pm
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Post Re: Tf2 pack problems
Oh i forgot: How can i make a rocket move slow, but doesn't follow the laws of gravity? (the soldiers rocket). Btw we are talking about a projectile here, not the craft :lol:


Fri Oct 03, 2008 11:05 pm
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Post Re: Tf2 pack problems
Mindbug wrote:
1: The medigun... How could i make it if do-able, or what should i replace it with? The same with kritzkreig.

2: Some of the guns and projectiles is blu(e) or red, and if i'm going to do actors, i have to make them something else than brown or gray. Should i only make red ones, or should i make red and blue, or red and green?

3: Should the actors come pre-equipped?

4: The engineer is also a problem. I can make a turret that wil evolve over time into its upgrade, and that would be pretty neat, but i can't limit him. But will that equal out with him unable to make a teleporter and dispencer? And should i make a dispencer, which throws out randomly weapons?

5: The spy is the biggest problem. I could make the disguise weapon, and people could spy check by shooting at the health bar, as that would be an armor attachment. But he would be unable to backstab as you can see both ways. So what should i give him? Also what about cloak?


1. Make the medigun a medikit dispenser. Its the only way you can make it now. Use TheLastBanana's medikit pack for reference, its buried somewhere in the mod section.


2. To avoid shitload of work just for mere colors, make the actors be a normal color like they would be as if they are neutral. Let the team heart symbol tell on which team he's on, since its ment for that anyways. Also think about it: You'd have the menu cluttered with 2 times the same actors just because of colors.

Quote:
and if i'm going to do actors, i have to make them something else than brown or gray.


Wrong. that is exatcly what you should do. Dont let theme restrict you that much, CC is not TF2 and it cant allow you a perfect replica. Same reason as above.


3. Ofcourse. Whats the point of having a sniper carry a ♥♥♥♥ minigun and the spy jump around with a rocket launcher?


4. You need to redesign the engineer to fit the CC universe. I would suggest making only a single universal turret deployable that is spawned through the ABomb method (Its somewhere with the burp gun in the mods section).
Teleporters are impossible and gun dispensers are plain dumb. Do you really want that spy to run with a ♥♥♥♥ rocket launcher?


5. You need to redesign the spy too because currently theres no good way of cloaking and stealth. You might consider giving some kind of attributes for base infiltration and other features that could be used for sabotage actions inside an enemy base or such. Maybe make him a midget so he'd go more "unnoticed" just for laughs. :)


As for the slow moving rocket: No. you have to accept gravity or increase velocity. Again, this mod does not and should not be a replica of TF2. You already have TF2 and play it presumably, so make TF2 in CC a different experience.


Sat Oct 04, 2008 1:54 pm
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Post Re: Tf2 pack problems
Ok, sounds fair in all of the stuff, but instead of making the spy a midget, why not just make him near invisible (like only outline)?


Sat Oct 04, 2008 3:09 pm
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Post Re: Tf2 pack problems
That's a perfectly valid solution--except you cannot control the alpha (or how "clear") an actor is.


Sat Oct 04, 2008 3:22 pm
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Post Re: Tf2 pack problems
ProjektODIN wrote:
That's a perfectly valid solution--except you cannot control the alpha (or how "clear") an actor is.

True. There are, if I remember correctly, hacky ways to "cloak" an actor using a held device or something. I think it was a large transparent-pink sprite that isn't in the palette.. not sure. Might just crash the game these days.


Sat Oct 04, 2008 4:14 pm
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Post Re: Tf2 pack problems
That's still possible, at least it worked with wounds, I don't know about weapons.


Sat Oct 04, 2008 5:06 pm
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Post Re: Tf2 pack problems
Hmm new prob: If the actors come pre-equipped, then what about the unockables? Should you pay extra to get one of them?

EDIT:
Wow these problems just keep on coming! New one: It says it can't match the property at line 1, and the weird thing about it is that it reads through a near identical code, that it has nothing against. Here is that part of code

Code:
AddAmmo = TDExplosive
   InstanceName = Stickybomb
   PinStrength = 500
   Mass = 4
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = tf2.rte/Devices/Demoman/StickybombLauncher/Stickybomb.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bouncy Metal
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bouncy Metal
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = tf2.rte/Devices/Demoman/Boom00.wav
      AddSample = ContentFile
         Path = tf2.rte/Devices/Demoman/Boom01.wav
      AddSample = ContentFile
         Path = tf2.rte/Devices/Demoman/Boom02.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 9999999
   ParticleNumberToAdd = 100
   AddParticles = MOSParticle
      CopyOf = Blast Ball
   ParticleNumberToAdd = 100
   AddParticles = MOPixel
      CopyOf = Shrapnel
   ParticleNumberToAdd = 100
   AddParticles = MOPixel
      CopyOf = Air Blast
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Gib Glow
      Count = 1
      Spread = 2.25
      MaxVelocity = 0.1
      MinVelocity = 0
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Blast Ball
      Count = 100
      Spread = 2.25
      MaxVelocity = 80
      MinVelocity = 60
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Shrapnel
      Count = 100
      Spread = 2.25
      MaxVelocity = 80
      MinVelocity = 60
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 100
      Spread = 2.25
      MaxVelocity = 80
      MinVelocity = 60
      InheritsVel = 0
   GibImpulseLimit = 0.1


Can't match AddAmmo = TDExplosive? Also i tried copy/pasta all of it into a new ini. No dice.

EDIT2: Now it can't match AddSound = Sound. What the ♥♥♥♥ is happening?


Sat Oct 04, 2008 6:44 pm
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