[QUOTE=Red Engineer;16108475]You commented on how bad his grammar was, yet you refuse to use punctuation most of the time. :downs:[/QUOTE]
Stop being out of character.
[QUOTE=idioten;16108579]Stop being out of character.[/QUOTE]
This is my character. I'm not as jovial as I seem, you know.
[QUOTE=Red Engineer;16108882]This is my character. I'm not as jovial as I seem, you know.[/QUOTE]
You are miserable.
[QUOTE=MS Explorer;16109067]You are miserable.[/QUOTE]
You are correct. The only time I'm having fun is when I'm out in the field.
[QUOTE=Red Engineer;16109180]You are correct. The only time I'm having fun is when I'm out in the field.[/QUOTE]
"Oooh, yoooou little miserable fagget..."
[img]http://85.11.28.250/f/fagget.gif[/img]
How do I open gcf's?
[QUOTE=zakedodead;16109537]How do I open gcf's?[/QUOTE]
GCFScape. [url=http://www.google.co.uk/search?hl=en&q=gcfscape+download&btnG=Google+Search&meta=&aq=0&oq=]Google it.[/url]
I just found that after I... dundundun YAHOOD IT
[QUOTE=MS Explorer;16109340]"Oooh, you miserable fagget..."
[img]http://85.11.28.250/f/fagget.gif[/img][/QUOTE]
ITT: MS Explorer makes a dick of himself.
So how do I save the text file now? It keeps going back to default.
[QUOTE=Red Engineer;16109589]ITT: MS Explorer makes a dick of himself.[/QUOTE]
It is from the beginning of this video:
[media]http://www.youtube.com/watch?v=IDiVpae3ixk[/media]
:synpa:
[QUOTE=Pandamobile;16098988]Open the "Team Fortress 2 Content.gcf" file.
Open "TF" > Open "Scripts" > Find "Objects.txt" and place it in:
C:\Program Files (x86)\Steam\steamapps\YOUR USER NAME\team fortress 2\tf\scripts
(That's your TF2 directory in Steam)
The directory might not be the exact same, but you'll figure it out.
Now, delete every thing in that txt file and replace it with
Now, create a TF2 server in the TF2 menu, make a bind for "bind [key] build3" and "bind [another key] destroy3" and you're all set.
All you have to do to make sentries is press the key you bound to build it and left click to place it.
*img*
Have fun.[/QUOTE]
Is that client side? I would love to piss people off like that.
Weird, I copied the entire script, and when opening TF2, it says, missing section OBJ_DISPENSER, what the hell.
Well this is a shitstorm
Newbies can't look at the thread's date.
[QUOTE=NuvaWii;21653302]Weird, I copied the entire script, and when opening TF2, it says, missing section OBJ_DISPENSER, what the hell.[/QUOTE]
i get the same fucking problem
Wow you guys can't fucking read the thread date.
Threads should auto-lock after 2-4 months of no activity.
Can you change other things?
Like you know, renaming dispensers to "Diaper Changing Station" and changing the "sentry gun built" sound for something funny?
[QUOTE=latin_geek;21827723]Can you change other things?
Like you know, renaming dispensers to "Diaper Changing Station" and changing the "sentry gun built" sound for something funny?[/QUOTE]
Well to rename the dispenser,edit tf_english and for the sounds get gfcescape open the tf2 files and edit the sounds with the one you want.
[QUOTE=NuvaWii;21653302]Weird, I copied the entire script, and when opening TF2, it says, missing section OBJ_DISPENSER, what the hell.[/QUOTE]
I had exactly the same problem recently, even though the script had worked before. As it turns out, Valve changed something in the objects.txt. I dug it up out of the GCF and re-made my script with it. Here it is:
[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
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 1
CostMultiplier 1
UpgradeCost 1
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 1
CostMultiplier 1
UpgradeCost 1
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]
It's set so that building an upgrading buildings only takes 1 metal. This is easily changed, though.
I love you, Gamma.
[QUOTE=Chekko;21829196]I love you, Gamma.[/QUOTE]
I love you, too! :v:
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