• Build Infinite Sentries
    257 replies, posted
Spygineer will rise again, sooner or later!
I convinced Galago to let me spend the last couple maps on his server before he updated it wrecking shit with all my sentries. It was great fun. See you next time, infinite buildables glitch... My favorite part was when I changed my name to "Shugo (HUGE CHEATER)". Lots of rage. :v:
Dammit! I never get to try the cool glitches out on my friends! I find the glitch earlier in the day, and by the time I get around to setting up a game, it's already been patched. Curse you Valve and your dependable services! :argh:
Oh man the infinite sentries kicked fucking ass, loved setting up sentries all over the map :v:
I was a little subtle about building my sentries. I placed them in different places so they wouldn't realize I was exploiting. :smug:
Is this over now? Then i just have to go back to tf_bot and build 1000 sentrys there.
Theres a maximum of 9999 sentries/dispensers/teles so beware of the limit. (lulz)
Ahh that was fun.
[QUOTE=Shugo;21664583]I convinced Galago to let me spend the last couple maps on his server before he updated it wrecking shit with all my sentries. It was great fun. See you next time, infinite buildables glitch... My favorite part was when I changed my name to "Shugo (HUGE CHEATER)". Lots of rage. :v:[/QUOTE] did you happen to be in an arena server at some point? i could have sworn i seen a Shugo.
This actually still is possible. It was possible even before the broken update(s). [URL]http://www.wikihow.com/Build-Multiple-Sentries-in-Team-Fortress-2[/URL]
[QUOTE=E-102 Gamma;21704407]This actually still is possible. It was possible even before the broken update(s). [URL]http://www.wikihow.com/Build-Multiple-Sentries-in-Team-Fortress-2[/URL][/QUOTE] Does that actually work?
[QUOTE=EliteGuy;21704530]Does that actually work?[/QUOTE] Only on your own server.
[QUOTE=EliteGuy;21704530]Does that actually work?[/QUOTE] I hadn't tested it since the update, and it somehow deleted itself from my scripts file. I reinstalled it and went to test it, and found that, with it currently installed as-is, makes the game fail to launch. It also gives me this: [IMG]http://img6.imageshack.us/img6/6789/engineerrorobjdispenser.png[/IMG] I'm currently looking for a way to fix this.
[QUOTE=E-102 Gamma;21705121]I hadn't tested it since the update, and it somehow deleted itself from my scripts file. I reinstalled it and went to test it, and found that, with it currently installed as-is, makes the game fail to launch. It also gives me this: [IMG]http://img6.imageshack.us/img6/6789/engineerrorobjdispenser.png[/IMG] I'm currently looking for a way to fix this.[/QUOTE] Strange, mine works fine, I've had that script for a while.
[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 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 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 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 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] There. I fixed it. Use this instead of the one from the link's pastebin link. It goes in C:\Program Files\Steam\steamapps\<Username>\team fortress 2\tf\scripts It'll only work on your own server and servers that have this mod. It is also noting that this [B]cannot[/B] get you VAC banned.
If I were the makers of a game like TF2 I'd 'accidentally' cause some horribly unbalanced but hilarious glitch into the game then fix it a week later.
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