[QUOTE=ned_ballad;34415650]they could just not make the shotgun part of the set, and just make it a similarly themed stand-alone weapon[/QUOTE]
Or show the items as though you're supposed to equip 4 items with grey text, and as soon as you equip either of the secondary items both secondaries grey text is swapped out with green text for the item equipped?
[QUOTE=Psychopath12;34415570]It's simple, combine the two primaries into 1 item. I suggested that Neo make a nade launcher to go with the Bootlegger but he opted not to do that because of time constraints or whatever v:v:v[/QUOTE]
coz I didn't want to
Speaking of the Bootlegger, has the stepsound been fixed yet?
[QUOTE=AlfieSR;34415717]Speaking of the Bootlegger, has the stepsound been fixed yet?[/QUOTE]
no, and I couldn't do it via the community schema.
Valve has to do it because it's creating a new attribute.
[QUOTE=ned_ballad;34415729]no, and I couldn't do it via the community schema.
Valve has to do it because it's creating a new attribute.[/QUOTE]
Wait, what controls the stepsounds of the pyro bells and the ball kicking boots?
[QUOTE=AlfieSR;34415753]Wait, what controls the stepsounds of the pyro bells and the ball kicking boots?[/QUOTE]
"Jingle all the way" attribute.
"attributes": [
{
"name": "add jingle to footsteps",
"class": "add_jingle_to_footsteps",
"value": 1.000000
}
]
it's a coded attribute, for the Bootie they also have a pitch change in there
[editline]27th January 2012[/editline]
what I want them to do is implement a catch all attribute for footsteps that takes a parameter of the sound script command.
"attributes": [
{
"name": "add sound to footsteps",
"class": "add_sound_to_footsteps",
"value": 1.000000,
"sound_override": "Weapon_PegLeg.Footstep"
}
]
Now that's a silly way to do it. You think they'd future-proof it, but apparently not.
[QUOTE=AlfieSR;34415904]Now that's a silly way to do it. You think they'd future-proof it, but apparently not.[/QUOTE]
the Cleats actually have an attribute name that implies this was suppose to be exclusive to the Cleats.
"override footstep sound set"
{
"attribute_class" "override_footstep_sound_set"
"value" "1"
}
[QUOTE=Sharc;34415537]All this talk about the Loch-n-Load makes me think back to this pack and wished it was in.
[img]http://img687.imageshack.us/img687/3545/demopromo3.jpg[/img]
Though it having 2 Primaries and 1 Secondary is kind of funny.[/QUOTE]
Damn, I want that nade Launcher as LnL replacement.
Maybe Elbagast will make a pack out of his custom Sticky Launcher model in a similar way to the Brawler's Blaster pack, would be pretty neat to see what he would design to go with it.
I want his rockets in-game :x
also while eating lunch, I figured out why you can reflect the Manmelter shots despite the attributes being there.
The attribute is coded to make laser weapons not reflectable
To valve, it makes sense, the Manmelter shoots a laser. But that laser is actually classified as a flare, and flares are, by default, reflectable.
What they would need to do is either make a "can't reflect flare" attribute, or change the Manmelter to shoot an actual laser (rather than a flare with a particle attached). I think adding the new attribute is easier, but anyway I'm 90% sure this is why you can reflect them.
[QUOTE=Maruhai;34414455]I don't see why the Pain Train isn't all class minus Scout and Spy.
It could work pretty well on classes like Medic.[/QUOTE]
I don't want to live to see the day where scouts have 3x cap rate, so yeah.
Although I have no idea how engie will build his stuff now.
[QUOTE=ned_ballad;34416301]I want his rockets in-game :x
also while eating lunch, I figured out why you can reflect the Manmelter shots despite the attributes being there.
The attribute is coded to make laser weapons not reflectable
To valve, it makes sense, the Manmelter shoots a laser. But that laser is actually classified as a flare, and flares are, by default, reflectable.
What they would need to do is either make a "can't reflect flare" attribute, or change the Manmelter to shoot an actual laser (rather than a flare with a particle attached). I think adding the new attribute is easier, but anyway I'm 90% sure this is why you can reflect them.[/QUOTE]
That's why the Detonator and Manmelter had the critting on burning targets as long as you aren't holding the weapon when it connects, the game just registered it as a flare.
I think that they've been reusing the attribute used by Crit-a-Cola to make certain weapon types to do different things, which is just silly considering how buggy it's been :v:
Yup, I remember when I messed around with the items editor that a crapton of items had the "lunchbox adds minicrits" attribute.
[QUOTE=Eriorguez;34416937]Yup, I remember when I messed around with the items editor that a crapton of items had the "lunchbox adds minicrits" attribute.[/QUOTE]
I forget what that does, but basically that attribute is necessary on most weapons. I asked around when I was making my schema, because I didn't know what it did.
Anyway, maybe these beta balance changes are for an upcoming update?
Hopefully a non-festive update. I'm tired of Halloween and Christmas.
The Uberversary, or the Replayversary, or even the Shogunversary!
also the Pocket Shotgun and Split Equalizer, which I thought were both ideas that would work in TF2 well.
Just take some random shotgun from the Workshop and add it in one random week like they do with hats. The stats are already there and tested, and it's not OP and kind of fun to use. Do a quick pitch change for sounds (or borrow them from L4D) and boom we're done.
[QUOTE=ned_ballad;34461993]also the Pocket Shotgun and Split Equalizer, which I thought were both ideas that would work in TF2 well.
Just take some random shotgun from the Workshop and add it in one random week like they do with hats. The stats are already there and tested, and it's not OP and kind of fun to use. Do a quick pitch change for sounds (or borrow them from L4D) and boom we're done.[/QUOTE]
As a Medic, I really despise the concept behind it.
Sure, it rewards teamplay with Medics, but it discourages helping other teammates because then that Soldier loses the bonus and gets a penalty in its place. Medic-hogging is annoying enough, I'd rather not give those players a reason to keep doing that. The Pocket Rocketlaunchers were the worst offenders, but the entire set of Pocket Soldier items revolved around the idea of having a Medic latched onto the Soldier's ass.
but the bonus and penalty of the Pocket Shotgun wasn't that bad and the Medic got nothing out of the relationship.
[QUOTE=ned_ballad;34462083]but the bonus and penalty of the Pocket Shotgun wasn't that bad and the Medic got nothing out of the relationship.[/QUOTE]
I said that the Rocketlaunchers were the worst offenders. That doesn't mean that the Shotgun wasn't guilty of the same thing, just less intense.
And the Medic got a more powerful heal target as a result of that symbiotic relationship. But it made that teammate [i]weaker[/i] if he were to leave that player to go heal someone else.
Could Heavy and Pyro get some benefits out of that one, while we are at that?
[QUOTE=Eriorguez;34462143]Could Heavy and Pyro get some benefits out of that one, while we are at that?[/QUOTE]
that was another thing I liked about it, it worked as an all-class (except Engy) shotgun
Because having the engi replace his pistol with a second shotgun, while quite awesome, wouldn't work that well. Yeah, you need more gun and all that, but how often do you see a scout with 2 handguns (despite being able to do so).
people would be more likely to use the Shortstop and Pistol at the same time if they didn't borrow from the same pool of ammo.
If it's a bug, it's been in the game way too long. If it's a balancing thing, it should be noted as such, like "Uses pistol ammo" or something as an attribute. Having it as this weird in-between attribute/bug has bothered me since the weapon was released.
[QUOTE=ned_ballad;34462309]people would be more likely to use the Shortstop and Pistol at the same time if they didn't borrow from the same pool of ammo.
If it's a bug, it's been in the game way too long. If it's a balancing thing, it should be noted as such, like "Uses pistol ammo" or something as an attribute.[/QUOTE]
I tried asking Brandon about it and all he said was that it happened because they shared a class: Pistol.
It's not like I didn't know that before, I wanted to know if it was intentional or not :v:
they could probably make a dummy attribute that forces it to use unique ammo.
it probably wouldn't even be that hard for them.
I think it is a fine drawback to have, even if it was bug-originated. At least it isn't the Cow Mangler non-critboostable bullshit.
BTW, I think the Smissmas Grodbort Weapons should have the reduced damage to buildings the Soldier ones got. Reasonable?
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