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No explosion smoke script
posted in Customization
181
#181
0 Frags +
HonsterI tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

If this applies to all muzzleflashes (ie not just first person viewmodel flashes), if you are using yttriums competitive viewmodel mod, wouldn't it be a good idea to make muzzleflashes more visible for the weapons you hide (generally shotguns, scatterguns, pistols, revolvers and sniper rifles.)

[quote=Honster]
I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.
[/quote]

If this applies to all muzzleflashes (ie not just first person viewmodel flashes), if you are using yttriums competitive viewmodel mod, wouldn't it be a good idea to make muzzleflashes more visible for the weapons you hide (generally shotguns, scatterguns, pistols, revolvers and sniper rifles.)
182
#182
2 Frags +
HonsterBlungoBenroadsStarted 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

anyone got a working version for dx9

Short answer: "nutsnbolts_repair" and keep an eye out to make sure it doesnt cause anything fucky like env_rain_001_mist. Also that download in the quoted post has objects.txt which increases teleporter costs so if youre going to use that download edit or delete objects.txt.

I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

Long answer: To more easily test particles I extracted the particles folder from tf2_misc_dir.vpk and launched TF2 using the -tools launch option. Once its launched go to Tools>Particle editor then use Open to navigate to any of the .pcf files you extracted. This should let you see the multiple particle effects in each pcf. I just looked for some that appeared to have no visible effect, FYI for some reason some look like they have no effect in the editor but actually have an effect in game such as bullet_tracer01. Restarting TF2 to test is slow as fuck so this helps minimize that as much as possible when looking for a suitable particle effect.

for dx9

https://www.dropbox.com/s/qv9x6vj92btzohn/nomuzzleflash.zip?dl=0

custom/my_custom_stuff/scripts/

[quote=Honster][quote=Blungo][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]

anyone got a working version for dx9[/quote]

Short answer: "nutsnbolts_repair" and keep an eye out to make sure it doesnt cause anything fucky like env_rain_001_mist. Also that download in the quoted post has objects.txt which increases teleporter costs so if youre going to use that download edit or delete objects.txt.

I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

Long answer: To more easily test particles I extracted the particles folder from tf2_misc_dir.vpk and launched TF2 using the -tools launch option. Once its launched go to Tools>Particle editor then use Open to navigate to any of the .pcf files you extracted. This should let you see the multiple particle effects in each pcf. I just looked for some that appeared to have no visible effect, FYI for some reason some look like they have no effect in the editor but actually have an effect in game such as bullet_tracer01. Restarting TF2 to test is slow as fuck so this helps minimize that as much as possible when looking for a suitable particle effect.[/quote]

for dx9

https://www.dropbox.com/s/qv9x6vj92btzohn/nomuzzleflash.zip?dl=0

custom/my_custom_stuff/scripts/
183
#183
0 Frags +
flizzflobkingIf this applies to all muzzleflashes (ie not just first person viewmodel flashes), if you are using yttriums competitive viewmodel mod, wouldn't it be a good idea to make muzzleflashes more visible for the weapons you hide (generally shotguns, scatterguns, pistols, revolvers and sniper rifles.)

I mean people have done crazy shit like this so I dont see why it wouldnt be possible, but its a bit scummy for me and I'd guess it wouldnt go over too well in organized leagues.

Blungofor dx9

https://www.dropbox.com/s/qv9x6vj92btzohn/nomuzzleflash.zip?dl=0

custom/my_custom_stuff/scripts/

Its worth noting that electrocuted_red_flash/electrocuted_blue_flash are both less subtle effects than the default particles used by the flaregun files, "flaregun_destroyed" on "ExplosionEffect" and "ExplosionWaterEffect". When using the Detonator/Scorch it doesnt replace their explosions it just kinda adds the specified particle on top of the default style explosions they already use.

Also "ExplosionPlayerEffect" doesnt work properly on tf_weapon_flaregun.txt or tf_weapon_flaregun_revenge.txt. The only time noticed it use its specified particle was shooting the Detonator/Scorch was into the back spawn wall of cp_well for some reason.

[quote=flizzflobking]
If this applies to all muzzleflashes (ie not just first person viewmodel flashes), if you are using yttriums competitive viewmodel mod, wouldn't it be a good idea to make muzzleflashes more visible for the weapons you hide (generally shotguns, scatterguns, pistols, revolvers and sniper rifles.)[/quote]

I mean people have done crazy shit [url=http://images.akamai.steamusercontent.com/ugc/398925305502380618/0DEA755E90C8D70CCBA65DC89A8188CC4006FF6D/]like this[/url] so I dont see why it wouldnt be possible, but its a bit scummy for me and I'd guess it wouldnt go over too well in organized leagues.

[quote=Blungo]
for dx9

https://www.dropbox.com/s/qv9x6vj92btzohn/nomuzzleflash.zip?dl=0

custom/my_custom_stuff/scripts/[/quote]

Its worth noting that electrocuted_red_flash/electrocuted_blue_flash are both less subtle effects than the default particles used by the flaregun files, "flaregun_destroyed" on "ExplosionEffect" and "ExplosionWaterEffect". When using the Detonator/Scorch it doesnt replace their explosions it just kinda adds the specified particle on top of the default style explosions they already use.

Also "ExplosionPlayerEffect" doesnt work properly on tf_weapon_flaregun.txt or tf_weapon_flaregun_revenge.txt. The only time noticed it use its specified particle was shooting the Detonator/Scorch was into the back spawn wall of cp_well for some reason.
184
#184
-1 Frags +

Hello on this page with these scripting commands, can I do some explorations like constructions when they break, etc. is disabled? or someone who knows to save fps?

----------https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles

Hello on this page with these scripting commands, can I do some explorations like constructions when they break, etc. is disabled? or someone who knows to save fps?


----------https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles
185
#185
-1 Frags +

I noticed earlier that sticky jumper explosions still have smoke with this script, what could explain this? According to items_game.txt, it should be classified under tf_weapon_pipebomblauncher which is installed.

I noticed earlier that sticky jumper explosions still have smoke with this script, what could explain this? According to items_game.txt, it should be classified under tf_weapon_pipebomblauncher which is installed.
186
#186
0 Frags +
FreetopyroHello on this page with these scripting commands, can I do some explorations like constructions when they break, etc. is disabled? or someone who knows to save fps?

----------https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles

If you meant testing out particles, yes. You can change them, start the game, try them, exit the game, change to new particle etc. If you want an easier way to preview particles see post #180 in the long answer paragraph.

bLaI noticed earlier that sticky jumper explosions still have smoke with this script, what could explain this? According to items_game.txt, it should be classified under tf_weapon_pipebomblauncher which is installed.

Some shit just doesnt work with custom particles. Cow Mangler/Dragons Fury etc. They may work on sv_pure 0 but I cant remember.

[quote=Freetopyro]Hello on this page with these scripting commands, can I do some explorations like constructions when they break, etc. is disabled? or someone who knows to save fps?


----------https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles[/quote]

If you meant testing out particles, yes. You can change them, start the game, try them, exit the game, change to new particle etc. If you want an easier way to preview particles see post #180 in the long answer paragraph.

[quote=bLa]I noticed earlier that sticky jumper explosions still have smoke with this script, what could explain this? According to items_game.txt, it should be classified under tf_weapon_pipebomblauncher which is installed.[/quote]

Some shit just doesnt work with custom particles. Cow Mangler/Dragons Fury etc. They may work on sv_pure 0 but I cant remember.
187
#187
0 Frags +

Hi. I use the vpk in the first post and it works fine, but it messes up teleporter price values. It makes them 125, I can't build teles without 125 metal. Is there an updated version? Thanks.

Hi. I use the vpk in the first post and it works fine, but it messes up teleporter price values. It makes them 125, I can't build teles without 125 metal. Is there an updated version? Thanks.
188
#188
5 Frags +
echasHi. I use the vpk in the first post and it works fine, but it messes up teleporter price values. It makes them 125, I can't build teles without 125 metal. Is there an updated version? Thanks.

that's only on local servers, but if you wanna fix it go to objects.txt > OBJ_TELEPORTER > cost to 50

[quote=echas]Hi. I use the vpk in the first post and it works fine, but it messes up teleporter price values. It makes them 125, I can't build teles without 125 metal. Is there an updated version? Thanks.[/quote]
that's only on local servers, but if you wanna fix it go to [b]objects.txt[/b] > [b]OBJ_TELEPORTER[/b] > [b]cost[/b] to 50
189
#189
0 Frags +
geduechasHi. I use the vpk in the first post and it works fine, but it messes up teleporter price values. It makes them 125, I can't build teles without 125 metal. Is there an updated version? Thanks.that's only on local servers, but if you wanna fix it go to objects.txt > OBJ_TELEPORTER > cost to 50

Where is object.txt? Thanks

[quote=gedu][quote=echas]Hi. I use the vpk in the first post and it works fine, but it messes up teleporter price values. It makes them 125, I can't build teles without 125 metal. Is there an updated version? Thanks.[/quote]
that's only on local servers, but if you wanna fix it go to [b]objects.txt[/b] > [b]OBJ_TELEPORTER[/b] > [b]cost[/b] to 50[/quote]
Where is object.txt? Thanks
190
#190
1 Frags +

/scripts/objects.txt

/scripts/objects.txt
191
#191
0 Frags +

There is no objects.txt in the scripts folder. I could try creating one with just obj_tele, but I don't know the format of the lines.

There is no objects.txt in the scripts folder. I could try creating one with just obj_tele, but I don't know the format of the lines.
192
#192
0 Frags +

I also have the vpk, are you talking about a scripts folder in it? If so, how do I open it?

I also have the vpk, are you talking about a scripts folder in it? If so, how do I open it?
193
#193
0 Frags +
echasThere is no objects.txt in the scripts folder. I could try creating one with just obj_tele, but I don't know the format of the lines.

are you sure that it's nowhere within tf/custom? in your hud, other modifications etc. this is the only place (afaik) where building prices are defined
also what vpk, none of the downloads in op are vpk, can you link what you have?

[quote=echas]There is no objects.txt in the scripts folder. I could try creating one with just obj_tele, but I don't know the format of the lines.[/quote]
are you sure that it's nowhere within tf/custom? in your hud, other modifications etc. this is the only place (afaik) where building prices are defined
also what vpk, none of the downloads in op are vpk, can you link what you have?
194
#194
0 Frags +
_KermitI made a VPK of the script instead of having to add it to a scripts folder or the hud itself.
[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]
195
#195
0 Frags +

I downloaded an updated vpk from op and it's fixed. Thanks!

I downloaded an updated vpk from op and it's fixed. Thanks!
196
#196
-2 Frags +

edit: Stupid question figured it out

edit: Stupid question figured it out
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