• I'm making a video in TF2 and I need some console commands
    36 replies, posted
It's for a project, and without boring you with details (unless you want them) I need a list of some helpful console commands. I need to know how to create basically an unlimited amount of sentry guns, and I need to know if it's possible to deactivate and reactivate them on command (if yes, how). I need to know how to do the specific vocalizations, like how "Negative" does different ones, but I only want "Dammit" Also some general commands for controlling bots really well. I'll post the video when (and if) it gets done. [editline]5th November 2010[/editline] Oh, also how to change my noclip speed, and anything else for good camera movements.
bot_mimic 1 make bots do what you do sv_noclipspeed change your noclip speed
Keep em comin, and thanks for the noclip speed one. Also, what if I'm filming, the bot_mimic one won't really go so well.
[QUOTE=That Ninja;25876596]Keep em comin, and thanks for the noclip speed one. Also, what if I'm filming, the bot_mimic one won't really go so well.[/QUOTE] Have 2 peoples?
I don't think there's a command for a single vocalize command. I know you can do "negative" but not only "damnit"
If you're recording the bots, you can record a demo and use drive so that its not from your view when you were recording.
Hmm, I do vaguely recall something about a "Demo Recorder" I think it was called. Now, I've used Source Recorder for gmod before, but never what you're probably talking about. You have a link to a tutorial on it, or any info at all? And what about the commands relating to the mini sentries?
Well, if you need actors, I can help :)
[QUOTE=Raptor_S;25877105]Well, if you need actors, I can help :)[/QUOTE] Nice of you to offer! I'm not sure if I need too many actors. I've got a few friends that can help, but if I need more, you're first on the list. [editline]5th November 2010[/editline] And Wormy.
[QUOTE=That Ninja;25877193]Nice of you to offer! I'm not sure if I need too many actors. I've got a few friends that can help, but if I need more, you're first on the list. [editline]5th November 2010[/editline] And Wormy.[/QUOTE] I would be willing to as well.
Thanks for all the offers everyone, but any more help with the console commands?
[code]bind p "play path/to/sound.wav"[/code] I don't know if it will record though.
unlimited amount of sentry guns Extract objects.txt from team fortress 2 content.gcf, it should be in side the folder scripts.
[QUOTE=Carmine3777;25877400][code]bind p "play path/to/sound.wav"[/code] I don't know if it will record though.[/QUOTE] Wasnt it playgamesound?
If you can't find the command to do the specific voice command you could always add it in later while editing.
[QUOTE=Skunky;25877583]Wasnt it playgamesound?[/QUOTE] Nope.
record demoname that command will record a game demo. Obviously put in the name of whatever you want instead of demoname then in game, or at the menu press shift-f2 to bring up the demoplayer. load the demo and then you can mess around in there. That's where you have camera tools and everything. [url]http://developer.valvesoftware.com/wiki/Demo_Recording_Tools[/url]
bind w "kill" It works wonders.
[QUOTE=Edthefirst;25878144]record demoname that command will record a game demo. Obviously put in the name of whatever you want instead of demoname then in game, or at the menu press shift-f2 to bring up the demoplayer. load the demo and then you can mess around in there. That's where you have camera tools and everything. [url]http://developer.valvesoftware.com/wiki/Demo_Recording_Tools[/url][/QUOTE] How did I not know of this before?!
[QUOTE=That Ninja;25875984]I need to know how to create basically an unlimited amount of sentry guns,[/QUOTE] [CODE]objects { // Engineer Objects OBJ_SENTRYGUN { ClassName obj_sentrygun StatusName "#TF_Object_Sentry" BuildTime 10 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1.5 MaxUpgradeLevel 0 BuilderWeaponName "Sentry Gun" BuilderPlacementString "Place on ground" SelectionSlot 5 SelectionPosition 0 SapperAttachTime 0.0 IconActive obj_sentrygun IconInactive obj_sentrygun IconMenu hud_menu_sentry_build UseItemInfo 1 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 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 } OBJ_DISPENSER { ClassName obj_dispenser StatusName "#TF_Object_Dispenser" BuildTime 20 MaxObjects -1 Cost 100 CostMultiplier 1 UpgradeCost 200 UpgradeDuration 1.5 MaxUpgradeLevel 0 BuilderWeaponName "Dispenser" BuilderPlacementString "Place on ground" SelectionSlot 5 SelectionPosition 1 SapperAttachTime 0.0 IconActive obj_dispenser IconInactive obj_dispenser IconMenu hud_menu_dispenser_build UseItemInfo 1 Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl" Playermodel "models/weapons/w_models/w_toolbox.mdl" DisplayPriority 3 HudStatusIcon "obj_status_dispenser" VisibleInWeaponSelection 0 ExplodeSound "Building_Dispenser.Explode" ExplodeEffect "ExplosionCore_buildings" MetalToDropInGibs 50 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 } OBJ_TELEPORTER { ClassName obj_teleporter StatusName "#TF_Object_Tele" BuildTime 20 MaxObjects -1 Cost 125 CostMultiplier 1 UpgradeCost 200 UpgradeDuration 1.5 MaxUpgradeLevel 0 BuilderWeaponName "Teleporter" BuilderPlacementString "Place on ground" SelectionSlot 5 SelectionPosition 2 SapperAttachTime 0.0 IconActive obj_teleporter_entrance IconInactive obj_teleporter_entrance IconMenu hud_menu_tele_entrance_build SolidToPlayerMovement 1 UseItemInfo 1 Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl" Playermodel "models/weapons/w_models/w_toolbox.mdl" DisplayPriority 2 HudStatusIcon "obj_status_tele_entrance" VisibleInWeaponSelection 0 ExplodeSound "Building_Teleporter.Explode" ExplodeEffect "ExplosionCore_buildings" MetalToDropInGibs 60 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 AltModes { AltMode0 { StatusName "#TF_Object_Tele" ModeName "#TF_Teleporter_Mode_Entrance" IconMenu hud_menu_tele_entrance_build } AltMode1 { StatusName "#TF_Object_Tele" ModeName "#TF_Teleporter_Mode_Exit" IconMenu hud_menu_tele_exit_build } } } OBJ_ATTACHMENT_SAPPER { ClassName obj_attachment_sapper StatusName "Object Sapper" BuildTime 0.1 MaxObjects -1 Cost 0 CostMultiplier 1 UpgradeCost 0 UpgradeDuration 0 MaxUpgradeLevel 0 BuilderWeaponName "Object Sapper" BuilderPlacementString "Place on object" SelectionSlot 1 SelectionPosition 0 SapperAttachTime 0.0 IconActive obj_attachment_sapper IconInactive obj_attachment_sapper IconMenu hud_menu_tele_entrance_build UseItemInfo 0 Viewmodel "models/weapons/v_models/v_sapper_spy.mdl" Playermodel "models/weapons/w_models/w_sapper.mdl" DisplayPriority 1 HudStatusIcon "obj_status_sapper" VisibleInWeaponSelection 1 autoswitchto 1 ExplodeSound "Weapon_Sapper.Removed" ExplodeEffect "ExplosionCore_sapperdestroyed" MetalToDropInGibs 10 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 } }[/CODE] Just put this in an "objects.txt" in your team fortress 2\tf\scripts folder. If there isn't a "scripts" folder (and there probably won't be, unless you've messed with scripts before), just make a new one. It will only work on your own servers. Use the "build" command followed by the numbers 0 through 3 to make infinite buildings. I don't recall which numbers correspond to which buildings, though. :frown: I've taken the liberties of changing the cost of sentries to one metal apiece, and also allowing infinite dispensers and teleporters as well.
host_timescale numberhere requires sv_cheats, it changes the speed of everything, if you need cheap slow-mo sequences don't set it to 20 or higher, you'll crash
Wow, these are perfect everyone. So, is there a way to make all sentries deactivate and reactivate on command?
Less than actors, what he really needs is a good dedicated server to use so everyone isn't DCing every five minutes.
[QUOTE=E-102 Gamma;25884403][CODE]objects { // Engineer Objects OBJ_SENTRYGUN { ClassName obj_sentrygun StatusName "#TF_Object_Sentry" BuildTime 10 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1.5 MaxUpgradeLevel 0 BuilderWeaponName "Sentry Gun" BuilderPlacementString "Place on ground" SelectionSlot 5 SelectionPosition 0 SapperAttachTime 0.0 IconActive obj_sentrygun IconInactive obj_sentrygun IconMenu hud_menu_sentry_build UseItemInfo 1 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 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 } OBJ_DISPENSER { ClassName obj_dispenser StatusName "#TF_Object_Dispenser" BuildTime 20 MaxObjects -1 Cost 100 CostMultiplier 1 UpgradeCost 200 UpgradeDuration 1.5 MaxUpgradeLevel 0 BuilderWeaponName "Dispenser" BuilderPlacementString "Place on ground" SelectionSlot 5 SelectionPosition 1 SapperAttachTime 0.0 IconActive obj_dispenser IconInactive obj_dispenser IconMenu hud_menu_dispenser_build UseItemInfo 1 Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl" Playermodel "models/weapons/w_models/w_toolbox.mdl" DisplayPriority 3 HudStatusIcon "obj_status_dispenser" VisibleInWeaponSelection 0 ExplodeSound "Building_Dispenser.Explode" ExplodeEffect "ExplosionCore_buildings" MetalToDropInGibs 50 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 } OBJ_TELEPORTER { ClassName obj_teleporter StatusName "#TF_Object_Tele" BuildTime 20 MaxObjects -1 Cost 125 CostMultiplier 1 UpgradeCost 200 UpgradeDuration 1.5 MaxUpgradeLevel 0 BuilderWeaponName "Teleporter" BuilderPlacementString "Place on ground" SelectionSlot 5 SelectionPosition 2 SapperAttachTime 0.0 IconActive obj_teleporter_entrance IconInactive obj_teleporter_entrance IconMenu hud_menu_tele_entrance_build SolidToPlayerMovement 1 UseItemInfo 1 Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl" Playermodel "models/weapons/w_models/w_toolbox.mdl" DisplayPriority 2 HudStatusIcon "obj_status_tele_entrance" VisibleInWeaponSelection 0 ExplodeSound "Building_Teleporter.Explode" ExplodeEffect "ExplosionCore_buildings" MetalToDropInGibs 60 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 AltModes { AltMode0 { StatusName "#TF_Object_Tele" ModeName "#TF_Teleporter_Mode_Entrance" IconMenu hud_menu_tele_entrance_build } AltMode1 { StatusName "#TF_Object_Tele" ModeName "#TF_Teleporter_Mode_Exit" IconMenu hud_menu_tele_exit_build } } } OBJ_ATTACHMENT_SAPPER { ClassName obj_attachment_sapper StatusName "Object Sapper" BuildTime 0.1 MaxObjects -1 Cost 0 CostMultiplier 1 UpgradeCost 0 UpgradeDuration 0 MaxUpgradeLevel 0 BuilderWeaponName "Object Sapper" BuilderPlacementString "Place on object" SelectionSlot 1 SelectionPosition 0 SapperAttachTime 0.0 IconActive obj_attachment_sapper IconInactive obj_attachment_sapper IconMenu hud_menu_tele_entrance_build UseItemInfo 0 Viewmodel "models/weapons/v_models/v_sapper_spy.mdl" Playermodel "models/weapons/w_models/w_sapper.mdl" DisplayPriority 1 HudStatusIcon "obj_status_sapper" VisibleInWeaponSelection 1 autoswitchto 1 ExplodeSound "Weapon_Sapper.Removed" ExplodeEffect "ExplosionCore_sapperdestroyed" MetalToDropInGibs 10 UpgradeSound "Building_Sentrygun.Built" BuildCount 1 } }[/CODE] Just put this in an "objects.txt" in your team fortress 2\tf\scripts folder. If there isn't a "scripts" folder (and there probably won't be, unless you've messed with scripts before), just make a new one. I've taken the liberties of changing the cost of sentries to one metal apiece, and also allowing infinite dispensers and teleporters as well. It will only work on your own servers.[/QUOTE] This doesn't give me infinite sentries. At first I thought it didn't allow infinite mini sentries, but it doesn't work with regular sentries either. Nor dispensers or teleporters.
Almost forgot to mention: You have to use the "build" console command followed by a number between 0-3 (inclusive). Each of the four numbers corresponds to a building. I just don't remember which. :frown:
[QUOTE=E-102 Gamma;25904998]Almost forgot to mention: You have to use the "build" console command followed by a number between 0-3 (inclusive). Each of the four numbers corresponds to a building. I just don't remember which. :frown:[/QUOTE] 'build 0' is dispenser 'build 1' is tele entrance 'build 2' is tele exit 'build 3' is sentry
We got it all to work :D
Now, is there a way for me to see myself when I'm "Driving" the demo recorder? I'm googling it now, but maybe you guys can reply faster.
Also, do I still need to use Source Recorder to record the demo that I took? Or do I load the .dem file into something else. I've recorded once a while back with source recorder, but never with the Demo Recorder/smoother.
To record yourself from another angle (assuming you thirdperson and it following you isn't enough), then you have to record a demo with SourceTV. Use tv_enable 1 to enable SourceTV. Then use tv_record <demo name> to record.
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