Major Update Speculation: V8: Rise of the Machines!
10,002 replies, posted
I want the old style in-game trading to come back as well as the current one
[QUOTE=ned_ballad;37419972]I just bought a Triad Trinket, tried to change the style so my Sniper had a manly chest of luscious hair, and it ended up crashing my game...[/QUOTE]
The club couldn't even handle you right now.
why is the fancy dress uniform $12 FUCKING DOLLARS in the mann.co store
[QUOTE=k2.;37421540]why is the fancy dress uniform $12 FUCKING DOLLARS in the mann.co store[/QUOTE]
Probably because it's fancy.
[QUOTE=k2.;37421540]why is the fancy dress uniform $12 FUCKING DOLLARS in the mann.co store[/QUOTE]
i still bought one way back when it first came out despite the price
five dollars is my limit for cosmetics. There's quite a few I'd like to buy, but anything more than 5 is pretty steep for a thing that doesn't actually exist.
There arn't too many cosmetics I want left. I already have around 4-5 miscs and 5-6 hats for each class so I'm ok in that department. But when I do want something, I usually buy the uncraftable version with keys.
I had a fancy dress uniform drop, and didn't really want it. Still got a bunch of Stranges and new weapons out of it.
[QUOTE=ned_ballad;37421690]five dollars is my limit for cosmetics. There's quite a few I'd like to buy, but anything more than 5 is pretty steep for a thing that doesn't actually exist.[/QUOTE]
Trading makes it worse. You need roughly 20 keys for a strange huntsman or gunslinger, if you buy all those keys through the store it can cost 50 dollars.
50 bucks for a weapon with a kill counter.
Who thought salvaged crates were a good idea again?
[QUOTE=ned_ballad;37422177][url="http://steamcommunity.com/sharedfiles/filedetails/?id=92102099"][img]http://cloud-2.steampowered.com/ugc/921238949569070675/3274C5158C41D94906D88DB0AC49FC268E7D37B9/[/img][/url]
BOOOOOMMMM
[media]http://www.youtube.com/watch?v=3LxSGPOUO88&feature=player_embedded[/media][/QUOTE]
And then Valve will never add that to the game.
[QUOTE=AbeX300;37422241]And then Valve will never add that to the game.[/QUOTE]
well rate it up, it's their own sounds, and I already wrote the game sounds file for it, they just need to add the attribute.
I even made them subtle so people wouldn't freak out or think they were annoying.
[QUOTE=ned_ballad;37422177][url="http://steamcommunity.com/sharedfiles/filedetails/?id=92102099"][img]http://cloud-2.steampowered.com/ugc/921238949569070675/3274C5158C41D94906D88DB0AC49FC268E7D37B9/[/img][/url]
BOOOOOMMMM[/QUOTE]
Wrong thread? I'm thinking this should be in the mod emporium.
Either way, it's awesome.
[QUOTE=ned_ballad;37422262]well rate it up, it's their own sounds, and I already wrote the game sounds file for it, they just need to add the attribute.
I even made them subtle so people wouldn't freak out or think they were annoying.[/QUOTE]
What about your Community Schema v2? You know, the one that [b]everyone[/b] wants, yet Valve doesn't add it in, anyway?
I'm already getting requests for Schema 3.
I'm not working on 3 until 2 is in, so it better get in fast
[QUOTE=ned_ballad;37422177][url="http://steamcommunity.com/sharedfiles/filedetails/?id=92102099"][img]http://cloud-2.steampowered.com/ugc/921238949569070675/3274C5158C41D94906D88DB0AC49FC268E7D37B9/[/img][/url]
BOOOOOMMMM
[media]http://www.youtube.com/watch?v=3LxSGPOUO88&feature=player_embedded[/media][/QUOTE]
What about the Demoman's booties?
if they're in the game, I don't see why they couldn't just add them to the Booties. And then give the Bootlegger their proper sounds and everyone has the own sounds! (except the Mantreads, but those are just regular boots)
[QUOTE=ned_ballad;37422379]if they're in the game, I don't see why they couldn't just add them to the Booties. And then give the Bootlegger their proper sounds and everyone has the own sounds! (except the Mantreads, but those are just regular boots)[/QUOTE]
I do believe I saw someone do sounds for the bootlegger and the chest (was it you?)
[QUOTE=light dasher;37422392]I do believe I saw someone do sounds for the bootlegger and the chest (was it you?)[/QUOTE]
they've been in the game for awhile. I tried to get Valve to implement them, and it looks like they planned on implementing the chest sounds, as they updated them to the new MvM based footstep attribute, but they never bothered adding the attribute.
For the Bootlegger it doesn't have an attribute, so it's a bit away. Armisael made a simulation of what they'd sound like though, to show Valve
[media]http://www.youtube.com/watch?v=q7dRB1nJzI0&feature=plcp[/media]
[QUOTE=HazzaHardie;37407483][url="http://wiki.teamfortress.com/w/images/8/87/Medic_mvm_collect_credits04.wav"]ooh, money![/url][/QUOTE]
I'd imagine that's what archimedes would sound like if he could talk
[QUOTE=ned_ballad;37422434]they've been in the game for awhile. I tried to get Valve to implement them, and it looks like they planned on implementing the chest sounds, as they updated them to the new MvM based footstep attribute, but they never bothered adding the attribute.
For the Bootlegger it doesn't have an attribute, so it's a bit away. Armisael made a simulation of what they'd sound like though, to show Valve
[media]http://www.youtube.com/watch?v=q7dRB1nJzI0&feature=plcp[/media][/QUOTE]
Would the Liqour Locker walking sounds work on the Treasure Hat?
[QUOTE=ned_ballad;37422296]I'm already getting requests for Schema 3.
I'm not working on 3 until 2 is in, so it better get in fast[/QUOTE]
oh, may I ask what is already in so I don't request something that you've already put in?
changing some items to proper names (so they drop drop the "the" from their names) is what was requested.
[QUOTE=ned_ballad;37422527]changing some items to proper names (so they drop drop the "the" from their names) is what was requested.[/QUOTE]
Has anything like the Three-Rune Blade decapitating been requested?
no, but that would be cool. I should have did that for Schema 2.
_
Make sure you note that the Flying Guillotine should decapitate as well!
in three, the Guillotine will use the knife's backpack sound. That's probably one of the things that would be done first.
those gunboats noises are ill-fitting. should be for the mantreads.
[QUOTE=ned_ballad;37422552]no, but that would be cool. I should have did that for Schema 2.[/QUOTE]
[code]decapitate_type
Attributes Associated:
+ decapitate type (219) (+)
Attribute Format: Additive
Weapon Restrictions:
+ tf_weapon_sword
- Increases max health, speed, and shield bash damage with each head you take.
+ tf_weapon_revolver
- Upon headshot when set_weapon_mode is set to 1.
+ tf_weapon_sniperrifle
- Upon headshot.
+ tf_weapon_sniperrifle_decap
- Upon headshot.
Projectile Restrictions:
+ Bullet
Class Restrictions:
+ tf_weapon_sword
- Demoman
+ Anything Else
- Usable by All
Negative Value: N/A
Description: Allows you to decapitate enemies.
Setting the value to 1 enables it.
When enabled:
- set_turn_to_gold allows for headless golden statues.
= Heads do not turn gold.
- ragdolls_become_ash turns decapitated victims into ashes.
= Heads do not turn into ashes.
- ragdolls_plasma_effect does not allow decapitation.[/code]
So yeah, decapitation doesn't work for Bats.
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