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 Team Fortress 2 Pack 
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Joined: Wed Mar 21, 2007 10:15 pm
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Location: Dublin, Ireland
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Post Team Fortress 2 Pack
So I was walking along and it just hit me: A Team Fortress 2 Pack for CC. A lot of people in the past have discussed Class Based CC, But it never really got off the ground. I think that everthing is do-able in CC (Except maybe Disguises for the Spy but I have a few Ideas for that). I would like as much as possible because its a big task and I will never do it alone, So just post if have any interest in helping.

To-Do List:
Scout: Not Done
Very High speed, Very High jump, Low Health.
Armed with a underlever shotgun, a pistol and an aluminium baseball bat.

Soldier: Not Done
Slow Speed, Good health, Can jump higher with help of his Rocket Launcher.
Carries a rocket launcher, a shotgun and can use an entrenching tool for melee attacks.

Pyro: Not Done
Decent Speed, Decent Health, Decent Jump
Equipped with a short-range flamethrower, a shotgun and a fire axe.

Demoman: Not Done
Decent Speed, Decent Health, Decent Jump
Demomen are armed with a timed detonation grenade launcher, a remote detonation sticky bomb launcher and use a Scotch bottle for melee attacks.

Heavy: Not Done
The Slowest, Very High Health, Crappy Jump.
Carries a large, heavy and very powerful minigun. His secondary weapons are a shotgun and his bare fists, which, when critical, perform an uppercut.

Engineer: Not Done
Decent Speed, Decent Health, Decent Jump
Engineers are armed with a shotgun and a pistol in addition to a monkey wrench (There should be two Monkey wrenches, Both looking the smae but one being a melee wepon, The other creating Gun Turrets)

Medic: Not Done
Decent Speed, Decent Health, Decent Jump
Armed with a healing gun (Maybe shoots out Health Kits?), syringe-gun and a bonesaw.

Sniper: Not Done
Decent Speed, Decent Health, Decent Jump
Carrying a bolt-action sniper rifle, sub-machine gun and a machete.

Spy: Not Done
Decent Speed, Decent Health, Decent Jump
Armed with a powerful revolver[8] and a butterfly knife that can kill instantly+Sappers (Explode maybe?)
Now do we figure out to give him the ability to take the form of someone on the enemys team+ Go invisible.

Thoughts:
(This is were I post my/your thoughts. I will only post thoughts and musings that might be of interest.)

The Modding Team:
Orindell: Boss Man/Spriter/Coder
3 Solid: Gun Maker


Last edited by Orindell on Fri Oct 05, 2007 7:06 pm, edited 1 time in total.



Fri Oct 05, 2007 6:55 pm
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Post Re: Team Fortress 2 Pack
The only way I can think of getting something even close to invincibility is having some kind of rock disguise or something.

Also, the rocket-jumping would be hard to make, and even then, it could be hard to do properly.


Fri Oct 05, 2007 6:59 pm
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Post Re: Team Fortress 2 Pack
Duly noted. Wanna help?


Fri Oct 05, 2007 7:03 pm
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Post Re: Team Fortress 2 Pack
I could help with the weapons.

Actors are a bit harder to make and I'm a lazy man.


Fri Oct 05, 2007 7:05 pm
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Post Re: Team Fortress 2 Pack
Ah well..Glad to have you on board. As a side thought, Do you have TF2 by any chance?


Fri Oct 05, 2007 7:06 pm
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Post Re: Team Fortress 2 Pack
In-Fact, Does anyone have TF2? Some real sounds would be a great help.


Fri Oct 05, 2007 7:17 pm
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Post Re: Team Fortress 2 Pack
I'm afraid I don't... Which also means I don't really know how most of the weapons work..

But, I'll make them anyways.


Fri Oct 05, 2007 8:55 pm
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Post Re: Team Fortress 2 Pack
Well I dont think they should be too hard....I would like get some help from someone who owns the game anyways.


Fri Oct 05, 2007 9:46 pm
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Post Re: Team Fortress 2 Pack
Make the spy GetHitsByMOS = 0 and AI won't see him.


Sat Oct 06, 2007 10:04 am
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Post Re: Team Fortress 2 Pack
But I dont want the effect to be constant.


Sat Oct 06, 2007 8:45 pm
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Post Re: Team Fortress 2 Pack
TF2 out today!


Thu Oct 11, 2007 3:11 am
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Post Re: Team Fortress 2 Pack
You could get the spy to hold a really light rocket in his hands.
It'd work as a shield and a disquise.


Sun Oct 14, 2007 9:11 am
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Post Re: Team Fortress 2 Pack
How would it work as disguese?


Sun Oct 14, 2007 3:00 pm
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Location: St. Louis, MO
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Post Re: Team Fortress 2 Pack
Orindell wrote:
How would it work as disguese?

Well I assumed from his post that what the guy was holding would block the LOS for the AI. Now that I read over it again I donno though. :-(


Sun Oct 14, 2007 4:54 pm
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Post Re: Team Fortress 2 Pack
Because the rocket is alive, and they'd try and shoot that instead.
It isn't a very good disguise >_>
Once again, it'd really work best against other people.


Sun Oct 14, 2007 5:08 pm
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