• Is the script mod for making multiple sentries in tf2 still possible?
    8 replies, posted
I tried to use it to work on a machinima but it crashes, my best guess is that after the engi update or previous updates objects.txt got updated with more objects. I heard the error but didnt get to see it. if anyone has a working copy, please do post in code tags
Yeah, hold on. Shit, I had one, but the update deleted it. I'll whip one up in a sec. [code]objects { // Engineer Objects OBJ_SENTRYGUN { ClassName obj_sentrygun StatusName "#TF_Object_Sentry" BuildTime 10 MaxObjects -1 Cost 130 CostMultiplier 1 UpgradeCost 200 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] If you want, I can also make them cost no metal and be deployed in a second. Just saying.
[QUOTE=JaxJesse315;26520257]Yeah, hold on. Shit, I had one, but the update deleted it. I'll whip one up in a sec. [code]objects { // Engineer Objects OBJ_SENTRYGUN { ClassName obj_sentrygun StatusName "#TF_Object_Sentry" BuildTime 10 MaxObjects -1 Cost 130 CostMultiplier 1 UpgradeCost 200 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][/QUOTE] Thanks [editline]6th December 2010[/editline] Well I almost tested it but Microsoft security essentials updated and started a scan and fucked everything up and I had to end Hl2.exe [editline]6th December 2010[/editline] [QUOTE=JaxJesse315;26520257] If you want, I can also make them cost no metal and be deployed in a second. Just saying.[/QUOTE] even better
Why are you using Microsoft security essentials at all? Wipe it and use Avast. No questions asked. Also try to see if you can get Avast 4 because Avast 5 is balls.
[QUOTE=VenomousBeetle;26520278] even better[/QUOTE] [code] objects { // Engineer Objects OBJ_SENTRYGUN { ClassName obj_sentrygun StatusName "#TF_Object_Sentry" BuildTime 1 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1 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 1 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1 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 1 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1 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]
[QUOTE=JaxJesse315;26520957]code[/QUOTE] Very useful Edit: whats with the dumbs
[QUOTE=JaxJesse315;26520957][code] objects { // Engineer Objects OBJ_SENTRYGUN { ClassName obj_sentrygun StatusName "#TF_Object_Sentry" BuildTime 1 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1 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 1 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1 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 1 MaxObjects -1 Cost 1 CostMultiplier 1 UpgradeCost 1 UpgradeDuration 1 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][/QUOTE] that costs 1 metal
[QUOTE=Shounic;26522332]that costs 1 metal[/QUOTE] 1/200 who cares
[QUOTE=Shounic;26522332]that costs 1 metal[/QUOTE] Probably [B]needed[/B] to cost [B]something[/B].
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