[QUOTE=Shugo;26520548]Yeah, I meant to say "stack particles".
[img_thumb]http://img704.imageshack.us/img704/3038/particlenightmare.png[/img_thumb]
Oh jeez...[/QUOTE]
[img]http://gyazo.com/a75a3e58ec5d50baff9cca23be32d73e.png[/img]
Not working in-game for me.
Also, your improved weapons sounds mod isn't working. My lugermorph sounds the same.
how do you do that.
[QUOTE=Ac!dL3ak;26520578]how do you do that.[/QUOTE]
[media]http://www.youtube.com/watch?v=fCTkvMC5mqk[/media]
Damn, it doesn't seem to work in-game. It even removes the paint color for some reason. :raise:
[QUOTE=Ac!dL3ak;26520578]how do you do that.[/QUOTE]
Use the "set_attached_particle X" attribute in items_game.txt
[url]http://code.google.com/p/tf2itemseditor/[/url]
X= a number 1-19
[code]
particle 1: Particle 1 (head is on fire)
particle 2: flying bits (head is on fire, but smaller then Particle 1)
particle 3: nemesis burst (the jagged outter edges of the nemesis icon)
particle 4: community sparkle
particle 5: holy glow (halo's glow)
particle 6: green confetti
particle 7: pruple confetti
particle 8: haunted ghosts
particle 9: green energy
particle 10: pruple energy
particle 11: tf2 logo
particle 12: flies
particle 13: burning flames
particle 14: scorching flames (green)
particle 15: searing plasma (purple/green)
particle 16: vivid plasma (yellow/orange)
particle 17: sunbeams
particle 18: circling peace sign
particle 19: circling heart
[/code]
[QUOTE=JaxJesse315;26520597]Use the "set_attached_particle X" attribute in items_game.txt
[url]http://code.google.com/p/tf2itemseditor/[/url]
X= a number 1-19
[code]
particle 1: Particle 1 (head is on fire)
particle 2: flying bits (head is on fire, but smaller then Particle 1)
particle 3: nemesis burst (the jagged outter edges of the nemesis icon)
particle 4: community sparkle
particle 5: holy glow (halo's glow)
particle 6: green confetti
particle 7: pruple confetti
particle 8: haunted ghosts
particle 9: green energy
particle 10: pruple energy
particle 11: tf2 logo
particle 12: flies
particle 13: burning flames
particle 14: scorching flames (green)
particle 15: searing plasma (purple/green)
particle 16: vivid plasma (yellow/orange)
particle 17: sunbeams
particle 18: circling peace sign
particle 19: circling heart
[/code][/QUOTE]
holy crap
that's awesome
[editline]6th December 2010[/editline]
where's items_game.txt
cause I'm stoopid
[QUOTE=JaxJesse315;26520565]Also, your improved weapons sounds mod isn't working. My lugermorph sounds the same.[/QUOTE]
Sounds the same as what? The previous version of the mod or the pistol? Be more specific.
[QUOTE=Ac!dL3ak;26520617]holy crap
that's awesome
[editline]6th December 2010[/editline]
where's items_game.txt
cause I'm stoopid[/QUOTE]
Extract it from the gcf. It's in team fortress content.gcf under \tf\scripts\items\
Copy that into yours.
[editline]5th December 2010[/editline]
[QUOTE=Shugo;26520638]Sounds the same as what? The previous version of the mod or the pistol? Be more specific.[/QUOTE]
I'm using the most current version (9, that's what it said on the .rar,) and the lugermorph (which I got from Poker Night, if that makes a difference,) sounds like the default pistol.
[QUOTE=JaxJesse315;26520647]Extract it from the gcf. It's in team fortress content.gcf under \tf\scripts\items\
Copy that into yours.
[editline]5th December 2010[/editline]
I'm using the most current version (9, that's what it said on the .rar,) and the lugermorph (which I got from Poker Night, if that makes a difference,) sounds like the default pistol.[/QUOTE]
found it
[QUOTE=JaxJesse315;26520647]I'm using the most current version (9, that's what it said on the .rar,) and the lugermorph (which I got from Poker Night, if that makes a difference,) sounds like the default pistol.[/QUOTE]
Ooooooh snap, I know what's wrong now. The fact that it's from Poker Night DOES make a difference since Valve, for some reason, made the Poker Night Lugermorphs a different item entry...and I forgot to tack the sounds onto the second Lugermorph! Thanks for notifying me; I'll go fix it.
[QUOTE=Shugo;26520707]Valve, for some reason, made the Poker Night Lugermorphs a different item entry[/QUOTE]
just HOW HIGH would they have to be to DO something like that.
Now that I think about it, it's probably to make it easier to make the old ones vintage or something. just HOW LAZY would they have to be
[QUOTE=JaxJesse315;26520716]just HOW HIGH would they have to be to DO something like that.[/QUOTE]
I know, right? And it's, like, the exact same gun, too.
Original Lugermorph:
[code] "160"
{
"name" "TTG Max Pistol"
"item_class" "tf_weapon_pistol"
"capabilities"
{
"nameable" "1"
"can_gift_wrap" "1"
}
"show_in_armory" "1"
"item_type_name" "#TF_Weapon_Pistol"
"item_name" "#TF_TTG_MaxGun"
"item_description" "#TF_TTG_MaxGun_Desc"
"item_slot" "secondary"
"item_logname" "maxgun"
"item_iconname" "maxgun"
"image_inventory" "backpack/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player" "models/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun.mdl"
"model_world" "models/weapons/w_models/w_ttg_max_gun.mdl"
"attach_to_hands" "1"
"item_quality" "unique"
"propername" "1"
"min_ilevel" "5"
"max_ilevel" "5"
"used_by_classes"
{
"scout" "1"
"engineer" "1"
}
"allowed_attributes"
{
"all_items" "1"
"dmg_reductions" "1"
"player_health" "1"
"attrib_healthregen" "1"
"player_movement" "1"
"attrib_dmgdone" "1"
"attrib_critboosts" "1"
"attrib_onhit_rapid" "1"
"attrib_vs_burning" "1"
"attrib_clip" "1"
"ammo_metal" "1"
}
"visuals"
{
"sound_single_shot" "Weapon_MaxPistol.Single"
"sound_burst" "Weapon_MaxPistol.SingleCrit"
}
"mouse_pressed_sound" "ui/item_light_gun_pickup.wav"
"drop_sound" "ui/item_light_gun_drop.wav"
}[/code]
Poker Night Lugermorph:
[code] "294"
{
"name" "TTG Max Pistol - Poker Night"
"item_class" "tf_weapon_pistol"
"capabilities"
{
"nameable" "1"
"can_modify_socket" "1"
"can_gift_wrap" "1"
}
"show_in_armory" "0"
"item_type_name" "#TF_Weapon_Pistol"
"item_name" "#TF_TTG_MaxGun"
"item_description" "#TF_TTG_MaxGun_Desc"
"item_slot" "secondary"
"item_logname" "maxgun"
"item_iconname" "maxgun"
"image_inventory" "backpack/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player" "models/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun.mdl"
"model_world" "models/weapons/w_models/w_ttg_max_gun.mdl"
"attach_to_hands" "1"
"item_quality" "unique"
"propername" "1"
"min_ilevel" "5"
"max_ilevel" "5"
"used_by_classes"
{
"scout" "1"
"engineer" "1"
}
"allowed_attributes"
{
"all_items" "1"
"dmg_reductions" "1"
"player_health" "1"
"attrib_healthregen" "1"
"player_movement" "1"
"attrib_dmgdone" "1"
"attrib_critboosts" "1"
"attrib_onhit_rapid" "1"
"attrib_vs_burning" "1"
"attrib_clip" "1"
"ammo_metal" "1"
}
"visuals"
{
"sound_single_shot" "Weapon_MaxPistol.Single"
"sound_burst" "Weapon_MaxPistol.SingleCrit"
}
"mouse_pressed_sound" "ui/item_light_gun_pickup.wav"
"drop_sound" "ui/item_light_gun_drop.wav"
}[/code]
The only difference is that the Poker Night version has "can_modify_socket" enabled, which as far as we know is currently unused.
[editline]6th December 2010[/editline]
[QUOTE=JaxJesse315;26520716]Now that I think about it, it's probably to make it easier to make the old ones vintage or something. just HOW LAZY would they have to be[/QUOTE]
Yeah, probably.
I forgot it was the /tf/scripts/items folder, and just put it in the /tf/scripts folder. I then proceeded to start the game, not knowing my mistake. After I realized it wasn't working, I checked my work. I then realized it wasn't in the right folder.
[editline]6th December 2010[/editline]
It doesn't work on sv_pure 1 or 2 (depending on whitelist), does it?
[editline]6th December 2010[/editline]
I don't think the added particle effects work
[QUOTE=Ac!dL3ak;26520974]I forgot it was the /tf/scripts/items folder, and just put it in the /tf/scripts folder. I then proceeded to start the game, not knowing my mistake. After I realized it wasn't working, I checked my work. I then realized it wasn't in the right folder.
[editline]6th December 2010[/editline]
It doesn't work on sv_pure 1 or 2 (depending on whitelist), does it?
[editline]6th December 2010[/editline]
It doesn't work on sv_pure 1 or 2 (depending on whitelist), does it?[/QUOTE]
That's a silly question. It will only work on your local server. The other servers have their own copy of items_game.txt
[QUOTE=Shugo;26520837]I know, right? And it's, like, the exact same gun, too.
...
The only difference is that the Poker Night version has "can_modify_socket" enabled, which as far as we know is currently unused.[/QUOTE]
The Poker Night variant also has "show_in_armory" set to 0 (while the other has it set to 1)
[QUOTE=Pilk;26521050]That's a silly question. It will only work on your local server. The other servers have their own copy of items_game.txt[/QUOTE]
I'm a silly person
[editline]13:37[/editline]
I realized that after the second try
[editline]6th December 2010[/editline]
I wonder if there's a way to do a custom particle with this...
[editline]6th December 2010[/editline]
Jesus christ there's still backgrounds from demo vs soldier in the gcf file
Can anyone upload the tf_items, the HLE Extract doens't work here.
[url]http://dl.dropbox.com/u/1961029/items_game.txt[/url]
Use GCFScape, it should work.
[QUOTE=Pilk;26521632][url]http://dl.dropbox.com/u/1961029/items_game.txt[/url]
Use GCFScape, it should work.[/QUOTE]
Thanks.
wonder who's gonna get the last post
[editline]6th December 2010[/editline]
F5 f5 f5
[QUOTE=ThePutty;26521852]wonder who's gonna get the last post[/QUOTE]
Daimao or Jimbo.
F5 f5 f5
[highlight](User was banned for this post ("Spamming for last post" - PLing))[/highlight]
[QUOTE=ThePutty;26521864]F5 f5 f5[/QUOTE]
The post spam to see who gets the last post amazes me.
[editline]6th December 2010[/editline]
:irony:
I'm thinking of starting up my mod idea for the flamethrower.
This:
[img]http://oi51.tinypic.com/29w5vew.jpg[/img]
Think somebody could give me the files I need? (Flamethrower W and V models.)
If they are ready to be imported straight into Blender, I'll love you forever.
Dumb me, but wasn't the last post supposed to be at the 5000th post?
[QUOTE=Garbor 0.1;26521939]Dumb me, but wasn't the last post supposed to be at the 5000th post?[/QUOTE]
Woah, slow down future man.
[QUOTE=Garbor 0.1;26521939]Dumb me, but wasn't the last post supposed to be at the 5000th post?[/QUOTE]
We're only 4804 posts in, so far.
jesus christ there's so much stuff that goes into tf2
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