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No explosion smoke script
posted in Customization
91
#91
0 Frags +
mdvany way to make the rocket trail smoke smaller as well?

no

[quote=mdv]any way to make the rocket trail smoke smaller as well?[/quote]

no
92
#92
0 Frags +

for some reason the scripts are a .txt file. anyone know how to fix this?

for some reason the scripts are a .txt file. anyone know how to fix this?
93
#93
-4 Frags +

Just change'm to .ctx

Just change'm to .ctx
94
#94
12 Frags +

so im not sure if i should say this but if you change the on hit and player direct hit things to different ones it lets you spy check anyone by just shooting them with a rocket because it will explode on them as it would if it was an enemy, so you can 100% tell who is a spy just by the explosion that goes off. Kinda a minor thing really, not like spys are hard to find anyways but it is something that isnt really working as intended.

so im not sure if i should say this but if you change the on hit and player direct hit things to different ones it lets you spy check anyone by just shooting them with a rocket because it will explode on them as it would if it was an enemy, so you can 100% tell who is a spy just by the explosion that goes off. Kinda a minor thing really, not like spys are hard to find anyways but it is something that isnt really working as intended.
95
#95
0 Frags +

Did anyone find a fix to the particles being replaced with red crosses in sv_pure servers? I love the explosions but I can only use them in like one MGE server without getting red cross explosions everywhere.

Did anyone find a fix to the particles being replaced with red crosses in sv_pure servers? I love the explosions but I can only use them in like one MGE server without getting red cross explosions everywhere.
96
#96
0 Frags +

Is it possible to have two different explosions for grenade launcher and sticky launcher? I set two different explosions in the files, but it's using the one from the stickylauncher file for both.

Is it possible to have two different explosions for grenade launcher and sticky launcher? I set two different explosions in the files, but it's using the one from the stickylauncher file for both.
97
#97
1 Frags +
JBIs it possible to have two different explosions for grenade launcher and sticky launcher? I set two different explosions in the files, but it's using the one from the stickylauncher file for both.

Put the one you want for grenades into tf_weapon_grenadelauncher and the one for stickies into tf_weapon_pipebomblauncher.

Correct me if I'm wrong though.

[quote=JB]Is it possible to have two different explosions for grenade launcher and sticky launcher? I set two different explosions in the files, but it's using the one from the stickylauncher file for both.[/quote]
Put the one you want for grenades into tf_weapon_grenadelauncher and the one for stickies into tf_weapon_pipebomblauncher.

Correct me if I'm wrong though.
98
#98
0 Frags +

I placed the .ctx files D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\my_custom_stuff\scripts and it does not work. I remember using it/working vividly a while ago. All of a sudden recently it does not work. I use Comanglia's updated FPS config and I use dx8 but i highly doubt that has any effect on it.

EDIT: fixed, using vpk. thanks

I placed the .ctx files D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\my_custom_stuff\scripts and it does not work. I remember using it/working vividly a while ago. All of a sudden recently it does not work. I use Comanglia's updated FPS config and I use dx8 but i highly doubt that has any effect on it.

EDIT: fixed, using vpk. thanks
99
#99
-2 Frags +
_KermitI made a VPK of the script instead of having to add it to a scripts folder or the hud itself.

Your file isn't available anymore. I downloaded the version OP suggests and put the files to

Team Fortress 2/tf/custom/my_custom_stuff/scripts

. I also changed the file names to ctx, for example "tf_weapon_rocketlauncher.ctx".

Can you reupload?

[quote=_Kermit]I made a [url=https://mega.co.nz/#!coQGyJrI!_TvYAZKbFLOfGKfVo-yr1U-INIhbXD3XjqZQWRisVwo]VPK of the script[/url] instead of having to add it to a scripts folder or the hud itself.[/quote]
Your file isn't available anymore. I downloaded the version OP suggests and put the files to [code]Team Fortress 2/tf/custom/my_custom_stuff/scripts[/code]. I also changed the file names to ctx, for example "tf_weapon_rocketlauncher.ctx".

Can you reupload?
100
#100
4 Frags +
SeppeCan you reupload?

http://www79.zippyshare.com/v/yq10AG7q/file.html

[quote=Seppe]
Can you reupload?[/quote]
http://www79.zippyshare.com/v/yq10AG7q/file.html
101
#101
2 Frags +

Just in case people can't/won't use zippyshare, here is a reupload of my vpk to mega.

Just in case people can't/won't use zippyshare, [url=https://mega.nz/#!IkhjjApQ!_TvYAZKbFLOfGKfVo-yr1U-INIhbXD3XjqZQWRisVwo]here is a reupload[/url] of my vpk to mega.
102
#102
27 Frags +

beautiful

http://images.akamai.steamusercontent.com/ugc/398925305502340264/38400329A535B4C05165E4C5BC46919176F560E3/

http://images.akamai.steamusercontent.com/ugc/398925305502380618/0DEA755E90C8D70CCBA65DC89A8188CC4006FF6D/

beautiful

http://images.akamai.steamusercontent.com/ugc/398925305502340264/38400329A535B4C05165E4C5BC46919176F560E3/

http://images.akamai.steamusercontent.com/ugc/398925305502380618/0DEA755E90C8D70CCBA65DC89A8188CC4006FF6D/
103
#103
0 Frags +

Is there some way to keep the explosions like normal but a lot less particles?

Is there some way to keep the explosions like normal but a lot less particles?
104
#104
1 Frags +
seiterseiter1Is there some way to keep the explosions like normal but a lot less particles?

Doubt it. Because all this does is change the effect. No reason valve would have made the same effect, but with less particles. Redundant. I may be wrong though

[quote=seiterseiter1]Is there some way to keep the explosions like normal but a lot less particles?[/quote]
Doubt it. Because all this does is change the effect. No reason valve would have made the same effect, but with less particles. Redundant. I may be wrong though
105
#105
0 Frags +

detonator explosion/projectile impact on world might be viable for less smoke and about the same amount of debris

detonator explosion/projectile impact on world might be viable for less smoke and about the same amount of debris
106
#106
1 Frags +

Im mainly doing it for fps reasons too so would detonator be best or would using the sapper one that im currfently using.

Im mainly doing it for fps reasons too so would detonator be best or would using the sapper one that im currfently using.
107
#107
-3 Frags +

Hi, could someone please make a .zip/.rar/etc file with all the files in the .txt version as I am on a mac, so can't edit the .ctx ones. Including the new stuff from the invasion update if possible. Also, if possible, could it be posted on GAMEBANANA and then updated when new weapons come out? Thanks!

Hi, could someone please make a .zip/.rar/etc file with all the files in the .txt version as I am on a mac, so can't edit the .ctx ones. Including the new stuff from the invasion update if possible. Also, if possible, could it be posted on GAMEBANANA and then updated when new weapons come out? Thanks!
108
#108
2 Frags +

Which one is the best fps saver? I play on a toaster.

Which one is the best fps saver? I play on a toaster.
109
#109
21 Frags +

Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar
110
#110
0 Frags +
BenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar


I went on Sawmill, and even though I had weather particles disabled, I ended up seeing smoke everywhere and it was just a mess. I took a look back at the particles, and found the cig_smoke works just as well, because if you're in motion the smoke gets left behind, and if you aren't the smoke isn't very prominent anyways. I think its because DX8 might filter the specific particle or something like that...

But thanks so much for getting rid of muzzle! I've been begging for something like this forever.

EDIT: Fuck my advice, cig_smoke although good as a particle causes crashing

[quote=Benroads]Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar[/quote]
[s]
I went on Sawmill, and even though I had weather particles disabled, I ended up seeing smoke everywhere and it was just a mess. I took a look back at the particles, and found the cig_smoke works just as well, because if you're in motion the smoke gets left behind, and if you aren't the smoke isn't very prominent anyways. I think its because DX8 might filter the specific particle or something like that...

But thanks so much for getting rid of muzzle! I've been begging for something like this forever.[/s]

EDIT: Fuck my advice, cig_smoke although good as a particle causes crashing
111
#111
1 Frags +
BenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

Using this I get the same issue as Mighty, shifting smoke/fog everywhere.
http://imgur.com/a/8HHIP

Im running Comanglia's fps config, dxlevel 90, plus Transparent Viewmodels. For the second picture I removed my transparent viewmodel texture and hud_reloadscheme'd the default hud and still got the issue. tf_particles_disable_weather 1 is enabled in my graphics config, maybe it no longer works but otherwise I have no idea why this would be appearing.

[quote=Benroads]Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar[/quote]

Using this I get the same issue as Mighty, shifting smoke/fog everywhere.
http://imgur.com/a/8HHIP

Im running Comanglia's fps config, dxlevel 90, plus Transparent Viewmodels. For the second picture I removed my transparent viewmodel texture and hud_reloadscheme'd the default hud and still got the issue. tf_particles_disable_weather 1 is enabled in my graphics config, maybe it no longer works but otherwise I have no idea why this would be appearing.
112
#112
-1 Frags +
BenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

Can someone upload this somewhere else? Download doesn't seem to work.

[quote=Benroads]Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar[/quote]
Can someone upload this somewhere else? Download doesn't seem to work.
113
#113
0 Frags +
IncoCan someone upload this somewhere else? Download doesn't seem to work.

https://mega.nz/#!Q58w1ITK!SlksdKIhc1D6Z0MXQnZQaN2cmg1s-VJR9WoeuhUzgrk

[quote=Inco]
Can someone upload this somewhere else? Download doesn't seem to work.[/quote]

https://mega.nz/#!Q58w1ITK!SlksdKIhc1D6Z0MXQnZQaN2cmg1s-VJR9WoeuhUzgrk
114
#114
22 Frags +

everytime this thread gets bumped i get terrified they fixed it

everytime this thread gets bumped i get terrified they fixed it
115
#115
0 Frags +
HonsterBenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

Using this I get the same issue as Mighty, shifting smoke/fog everywhere.
http://imgur.com/a/8HHIP

Im running Comanglia's fps config, dxlevel 90, plus Transparent Viewmodels. For the second picture I removed my transparent viewmodel texture and hud_reloadscheme'd the default hud and still got the issue. tf_particles_disable_weather 1 is enabled in my graphics config, maybe it no longer works but otherwise I have no idea why this would be appearing.

Having the same problem. I use Transparent Viewmodels, too.

[quote=Honster][quote=Benroads]Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar[/quote]

Using this I get the same issue as Mighty, shifting smoke/fog everywhere.
http://imgur.com/a/8HHIP

Im running Comanglia's fps config, dxlevel 90, plus Transparent Viewmodels. For the second picture I removed my transparent viewmodel texture and hud_reloadscheme'd the default hud and still got the issue. tf_particles_disable_weather 1 is enabled in my graphics config, maybe it no longer works but otherwise I have no idea why this would be appearing.[/quote] Having the same problem. I use Transparent Viewmodels, too.
116
#116
1 Frags +

If I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.

If I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.
117
#117
1 Frags +
BenroadsIf I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.

99% Sure that it's DX9.

[quote=Benroads]If I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.[/quote]
99% Sure that it's DX9.
118
#118
0 Frags +

I was wondering if it could be possible to have a distinct sound play only for directs similarly to the way you can do this:

Kond3Phttp://i.gyazo.com/e89dfa236a21b6eaae8a1af170e7e3e9.png Apparently you can have nemesis icons appear when hitting a direct rocket :D
Unfortunately they don't seem to disappear no matter how many of them I create.
I was wondering if it could be possible to have a distinct sound play only for directs similarly to the way you can do this:
[quote=Kond3P][img]http://i.gyazo.com/e89dfa236a21b6eaae8a1af170e7e3e9.png[/img] Apparently you can have nemesis icons appear when hitting a direct rocket :D
Unfortunately they don't seem to disappear no matter how many of them I create.[/quote]
119
#119
0 Frags +

The one that has a red flash on a direct hit has a blue flash on direct and red on splash, how do I fix this? It really bothers me, having red on direct hit would be really nice

The one that has a red flash on a direct hit has a blue flash on direct and red on splash, how do I fix this? It really bothers me, having red on direct hit would be really nice
120
#120
0 Frags +

nvm I fixed it, all you need to do is: in all of the text files replace this:

"ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"

with this:

"ExplosionEffect" "electrocuted_blue_flash"
"ExplosionPlayerEffect" "electrocuted_red_flash"
"ExplosionWaterEffect" "electrocuted_blue_flash"

doing the above made old demos look very bright but for the rest no side effects

nvm I fixed it, all you need to do is: in all of the text files replace this:

"ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"

with this:

"ExplosionEffect" "electrocuted_blue_flash"
"ExplosionPlayerEffect" "electrocuted_red_flash"
"ExplosionWaterEffect" "electrocuted_blue_flash"

doing the above made old demos look very bright but for the rest no side effects
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