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TF2: Remove metal gibs


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teddyruxpin
Overseer of lost packets
Join Date: Feb 2008
Old 03-28-2008 , 20:56   TF2: Remove metal gibs
Reply With Quote #1

Anyone got an idea on how I can reduce the time metal gibs stick around and also how many are created? I run a host where engies can easily make metal so they are not needed. Each engie can make upto 25 SG's and when they blow them all up at once it causes very severe lagg until the gibs disapear.

hoping there is a console command I can run for this much like mp_weaponstay or similar.

-Teddy
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CrimsonGT
Veteran Member
Join Date: Oct 2007
Location: Gainesville, FL
Old 03-29-2008 , 07:09   Re: TF2: Remove metal gibs
Reply With Quote #2

/tf/scripts/objects.txt

Code:
objects
{
 // Engineer Objects
 OBJ_SENTRYGUN
 {
  ClassName   obj_sentrygun
  StatusName   "#TF_Object_Sentry"
  BuildTime   30
  MaxObjects   2
  Cost    130
  CostMultiplier  1
  UpgradeCost   0
  MaxUpgradeLevel  0
  BuilderWeaponName "Sentry Gun"
  BuilderPlacementString "Place on ground"
  SelectionSlot  3
  SelectionPosition 0
  SapperAttachTime 0.0
  IconActive   obj_sentrygun
  IconInactive  obj_sentrygun
  Viewmodel   "models/weapons/v_models/v_toolbox_engineer.mdl"
  Playermodel   "models/weapons/w_models/w_toolbox.mdl"
  DisplayPriority  4
  HudStatusIcon  "obj_status_sentrygun_1"
  VisibleInWeaponSelection 0
  ExplodeSound  "Building_Sentry.Explode"
  ExplodeEffect  "ExplosionCore_buildings"
  MetalToDropInGibs 60
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teddyruxpin
Overseer of lost packets
Join Date: Feb 2008
Old 03-29-2008 , 15:59   Re: TF2: Remove metal gibs
Reply With Quote #3

DoH!

I cant believe I didnt think of that as I likely caused more damage myself with an earlier change to that same file to increase the gibs and amount of SG's per engie.

Thanks,

Jeremy
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 03-29-2008 , 19:25   Re: TF2: Remove metal gibs
Reply With Quote #4

How does an engy decide which SG should be blown up? I think other people have wondered too how to give an engy multiple SG's, but they haven't found an answer yet. So any help with this would be appreciated.
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CrimsonGT
Veteran Member
Join Date: Oct 2007
Location: Gainesville, FL
Old 03-29-2008 , 19:47   Re: TF2: Remove metal gibs
Reply With Quote #5

You can let them have more SGs in that same file I posted above, the objects.txt. I did try it out though, as you can see I set it to 2 a few days ago, but I couldnt even figure out how to build a second one. I didn't care enough to push it though lol.
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teddyruxpin
Overseer of lost packets
Join Date: Feb 2008
Old 03-29-2008 , 20:52   Re: TF2: Remove metal gibs
Reply With Quote #6

Once you modify the 'objects.txt' file to allow for a new max of SG's and other buildables for engies you need to restart your game server and then either run the command to build them via the client 'dev console' or bind them to keys. Once the keys are bound press 7 as Engie and you will be prompted with the Engie SG PDA blueprint option.

IE

# Bind Sentries
bind "7" "build 3"
bind "8" "destroy 3"

# Bind Dispensers
bind "9" "build 0"
bind "0" "destroy 0"


The SG's will be destroyed 1 at a time in the order they where built if you use the destroy feature on the Engie PDA or the bound 'destroy 3' key.

I am still not 100% where i want to be on this as I want to turn off or limit the gib metal props that are created not the amount of metal they give to the engie.

Thanks,

Jeremy

Last edited by teddyruxpin; 03-29-2008 at 20:55.
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pRED*
Join Date: Dec 2006
Old 03-30-2008 , 20:43   Re: TF2: Remove metal gibs
Reply With Quote #7

I guess you'd want to figure out if the gibs are a temp entity or normal entity.

Then you could either block the temp ent message or find and remove the entities when you want..
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