Is there a command that changes the time gibs stay on a battlefield?
19 replies, posted
Title pretty much says it all.
I know after a while this could turn most maps into unholy bloody abominations with body parts everywhere, but like ragdoll fade, I was just curious to know if there was a gib fade command, because gibs only seem to stay around for like 3 seconds or so...
I can't check in-game myself, as I'm on my netbook currently, but you could try using the find console command to look for it.
Just type [B]find gib[/B] in the console, and then it will give you a list of console commands with gib in the name and description.
Oh, cool, thanks. I'm going to try that out now.
I'm always learning something new about the console in TF2!
[editline]09:47AM[/editline]
"cl_burninggibs" = "1" ( def. "0" )
client
- A burning player that gibs has burning gibs.
"breakable_disable_gib_limit" = "1" ( def. "0" )
game
"prop_active_gib_limit" = "999999"
game
"prop_active_gib_max_fade_time" = " = "999999" ( def. "999999" )
game
"tf_playergib" = "1" ( def. "1" ) min. 0.000000 max. 2.000000
game notify
- Allow player gibbing. 0: never, 1: normal, 2: always
"violence_hgibs" = "1"
- Show human gib entities
"violence_agibs" = "1"
- Show alien gib entities
This is all I found. ...So I guess there aren't any fade times.
BTW this command is humorous
tf_playergib = 1
Every weapon in the game causes gibbing. As a Pyro with cl_burninggibs enabled, oh wow, looks like damn fireworks man. Flaming bodyparts raining everywhere.
[QUOTE=MrCasual;22436663]Oh,BTW this command is humorous
tf_playergib = 1
Every weapon in the game causes gibbing. As a Pyro with cl_burninggibs enabled, oh wow, looks like damn fireworks man. Flaming bodyparts raining everywhere.[/QUOTE]
Excuse me while I have some fun with bots.
[QUOTE=MrCasual;22436663]Oh, cool, thanks. I'm going to try that out now.
I'm always learning something new about the console in TF2!
[editline]09:47AM[/editline]
"cl_burninggibs" = "1" ( def. "0" )
client
- A burning player that gibs has burning gibs.
"breakable_disable_gib_limit" = "1" ( def. "0" )
game
"prop_active_gib_limit" = "999999"
game
"prop_active_gib_max_fade_time" = " = "999999" ( def. "999999" )
game
"tf_playergib" = "1" ( def. "1" ) min. 0.000000 max. 2.000000
game notify
- Allow player gibbing. 0: never, 1: normal, 2: always
"violence_hgibs" = "1"
- Show human gib entities
[b]"violence_agibs" = "1"
- Show alien gib entities[/b]
This is all I found. ...So I guess there aren't any fade times.
BTW this command is humorous
tf_playergib = 1
Every weapon in the game causes gibbing. As a Pyro with cl_burninggibs enabled, oh wow, looks like damn fireworks man. Flaming bodyparts raining everywhere.[/QUOTE]
Show "Alien" gibs? :geno:
The Pyro is an alien. Fact.
[QUOTE=Jetamo;22437044]The Pyro is an alien. Fact.[/QUOTE]
Don't even start.
[QUOTE=DireAvenger;22436954]Show "Alien" gibs? :geno:[/QUOTE]
It's leftover from HL1 censorship.
Gib life time isn't determined by a console variable. It's defined in the character's QC file when the model is compiled, like so:[code]$collisiontext {
"break"
{
"model" "player\gibs\demogib006"
"health" "0"
"fadetime" "10"
}
}[/code]If you want to adjust these fade time values, you have two options:
1. Recompile every player model with appropriately adjusted QC settings
2. The more feasible route, open all of the .phy files in the models/players folder for each class (i.e. demo.phy for the Demoman) with something like a hex editor or Notepad++, find all of the "fadetime" strings, and change the values to an increased amount. To demonstrate this in picture form, you're basically doing this:
[img_thumb]http://img710.imageshack.us/img710/803/fadetime.png[/img_thumb]
Note that it's generally a good idea you do [i]not[/i] add additional characters when making an edit such as this or else your game will likely crash. That means the maximum life time you can give most gibs is 99 seconds.
cl_ragdoll_collide "0" // def. "0" # Collision between corpses on(1)/off(0)
cl_ragdoll_forcefade "1" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used
cl_ragdoll_fade_time "20" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse
cl_ragdoll_physics_enable "1" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
something off Quantum's FPS Config
I enabled burning gibs a long time ago. They're awesome, I recommend it.
I get random hangs while playing if someone explodes while bleeding now, because it can't attach the bleeding effect to the gibs. Just a warning, might not want burning gibs until they fix it.
Burning gibs are on by default now. I believe. I have no configs and I use the -autoconfig startup command, and yet I get burning gibs, so yes, on by default now.
I thought anything gib-related lowers fps
[QUOTE=Marphy Black;22437201]Gib life time isn't determined by a console variable. It's defined in the character's QC file when the model is compiled, like so:[code]$collisiontext {
"break"
{
"model" "player\gibs\demogib006"
"health" "0"
"fadetime" "10"
}
}[/code]If you want to adjust these fade time values, you have two options:
1. Recompile every player model with appropriately adjusted QC settings
2. The more feasible route, open all of the .phy files in the models/players folder for each class (i.e. demo.phy for the Demoman) with something like a hex editor or Notepad++, find all of the "fadetime" strings, and change the values to an increased amount. To demonstrate this in picture form, you're basically doing this:
[img_thumb]http://img710.imageshack.us/img710/803/fadetime.png[/img_thumb]
Note that it's generally a good idea you do [i]not[/i] add additional characters when making an edit such as this or else your game will likely crash. That means the maximum life time you can give most gibs is 99 seconds.[/QUOTE]
Thanks for that, that was really helpful. I'll look into it. It might cause my game to lag though. Maybe it won't, I guess I'll have to see.
EDIT: Can't find the folder I'm looking for in models. Is it hidden or do I need to download it? If it is hidden, how do I locate it? I went into the control panel and enabled showing hidden folders, but that didn't do it...
Shader levels affect corpse and gib length, but they will usually dissolve in about a minute to keep things as optimized as possible.
[QUOTE=MrCasual;22454949]EDIT: Can't find the folder I'm looking for in models. Is it hidden or do I need to download it? [/QUOTE]You need to extract the .phy from the "team fortress 2 content.gcf" file located in your Steam\steamapps directory. I was just pointing out where the .phy files should be extracted to. Use [url=http://nemesis.thewavelength.net/index.php?p=26]GCFScape[/url] to browse through the gcf.
Ok, found it. When I'm done in a minute I'll host the finished product for those that want more gibs in that one thread.
EDIT: BTW the file structure IS tf/models/players, right?
EDIT 2:
I edited the .phy files and they didn't work.
They're in tf/models/player, all set to 99 on each fadetime, and it didn't work...
Edit the fadetime for the gib models maybe?
[B]Edit:[/B]
Hm, they don't even have fadetime in the .phy files
Yeah, if I have to recompile the models it'll be too much work.
I don't know anything about recompiling, but it sounds like a huge pain to get gibs to last longer, and could lead to problems down the road too...
Sorry, you need to Log In to post a reply to this thread.