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Lower sticky clip size??
posted in Q/A Help
1
#1
0 Frags +

So recently I installed tf2items to lower the clip size of all stickybomblaunchers to 2, so that demo has to reload when he has thrown out 2 stickies.

I tried this:

"custom_weapons_v3"
{
	"*"
	{
		"20"
		{	
                        "preserve-attributes" "1"  
			"1"				"3 ; 75"
		}
       }
}

I put it in the tf2items.weapons txt file in sourcemod/configs, but even though I did so it doesn't seem to work.
I also wrote the same code for all sticky stranges/botkillers, so no problem there..

So recently I installed tf2items to lower the clip size of all stickybomblaunchers to 2, so that demo has to reload when he has thrown out 2 stickies.

I tried this:
[code]"custom_weapons_v3"
{
"*"
{
"20"
{
"preserve-attributes" "1"
"1" "3 ; 75"
}
}
}[/code]
I put it in the tf2items.weapons txt file in sourcemod/configs, but even though I did so it doesn't seem to work.
I also wrote the same code for all sticky stranges/botkillers, so no problem there..
2
#2
-7 Frags +

damn u must really hate demos

damn u must really hate demos
3
#3
9 Frags +
downpourdamn u must really hate demos

Lol, I just think sticky spam should be administrated in soap dm.

[quote=downpour]damn u must really hate demos[/quote]
Lol, I just think sticky spam should be administrated in soap dm.
4
#4
0 Frags +

yeah downpour wow

yeah downpour wow
5
#5
-11 Frags +

I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them!

I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them!
6
#6
-4 Frags +
Ash_I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them!

sticky spam makes sense to cut down on but rocket spam seems a little bit much, and scattergun from behind?? wtf

[quote=Ash_]I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them![/quote]
sticky spam makes sense to cut down on but rocket spam seems a little bit much, and scattergun from behind?? wtf
7
#7
10 Frags +
Lucky_ShotAsh_I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them!sticky spam makes sense to cut down on but rocket spam seems a little bit much, and scattergun from behind?? wtf

I feel like he was being sarcastic.

[quote=Lucky_Shot][quote=Ash_]I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them![/quote]
sticky spam makes sense to cut down on but rocket spam seems a little bit much, and scattergun from behind?? wtf[/quote]

I feel like he was being sarcastic.
8
#8
-5 Frags +
Ash_I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them!

I smell a mad demo-main

[quote=Ash_]I think rocket spam needs to be cut down a notch to, not to mention scattergun from behind. Scouts should only be able to shoot when you can see them![/quote]
I smell a mad demo-main
9
#9
3 Frags +

Point being - I'd rather fight a demo with 8 stickies instead of being teamed down by to scouts just diving in and out of the fight. I agree sticky traps can easily ruin a DM which is why'd rather like to see a plugin that lets stickies disappear 1-2sec after they hit ground - so normal offense stickying is possible, trapping spawns/chokes is not though - instead of ruining stickies altogether. And yes, stickies are a completely normal part of combat in TF2, and it would perhaps help others to finally learn to dodge stickies...?

I also agree that TWO demos on a DM are too much, stick with 5v5 and 2scout/2solly/1dem and perhaps 1snip classlimit.

Point being - I'd rather fight a demo with 8 stickies instead of being teamed down by to scouts just diving in and out of the fight. I agree sticky traps can easily ruin a DM which is why'd rather like to see a plugin that lets stickies disappear 1-2sec after they hit ground - so normal offense stickying is possible, trapping spawns/chokes is not though - instead of ruining stickies altogether. And yes, stickies are a completely normal part of combat in TF2, and it would perhaps help others to finally learn to dodge stickies...?

I also agree that TWO demos on a DM are too much, stick with 5v5 and 2scout/2solly/1dem and perhaps 1snip classlimit.
10
#10
0 Frags +

I really like Ash's idea of how to better deal with stickies in DM. Traps are 100% unnecessary/troll in DM but that doesn't mean people shouldn't have the chance to learn to aim and dodge stickies, and I feel that stickies with like a 1.5/2 second lifetime could work really well as a compromise.

I really like Ash's idea of how to better deal with stickies in DM. Traps are 100% unnecessary/troll in DM but that doesn't mean people shouldn't have the chance to learn to aim and dodge stickies, and I feel that stickies with like a 1.5/2 second lifetime could work really well as a compromise.
11
#11
0 Frags +

A counterpoint for Ash:

I've killed many scouts by simply jumping around and waiting for them to step on a sticky they forgot was there. Or you can "miss" a sticky, pipe them, and det on them when they run into it.

While you could always make the argument that they shouldn't miss, det'ing a sticky that won't hit anything is pretty pointless.

A counterpoint for Ash:

I've killed many scouts by simply jumping around and waiting for them to step on a sticky they forgot was there. Or you can "miss" a sticky, pipe them, and det on them when they run into it.

While you could always make the argument that they shouldn't miss, det'ing a sticky that won't hit anything is pretty pointless.
12
#12
7 Frags +

To actually answer the question asked in the thread, instead of going off-topic like the rest of you did:

"custom_weapons_v3"
{
	"*"
	{
		"20"
		{
			"1"	"89 ; -6"
			"2"	"3 ; 0.5"	
		}
        }
}

#1 decreases amount of stickys you can have out at once
#2 decreases amount of stickies you have in a clip

You'll notice that the first number is negative, because it's subtracting from the regular amount of stickies which is 8. The second number is a decimal representing a percentage of the regular clip size (which in this case is also 8), thus making it four stickies in a clip.

Hopefully this helps you figure everything out. It helps if you get an understanding of how the attributes works and how they're applied in the items_game.txt file

To actually answer the question asked in the thread, instead of going off-topic like the rest of you did:

[code]"custom_weapons_v3"
{
"*"
{
"20"
{
"1" "89 ; -6"
"2" "3 ; 0.5"
}
}
}[/code]
#1 decreases amount of stickys you can have out at once
#2 decreases amount of stickies you have in a clip

You'll notice that the first number is negative, because it's subtracting from the regular amount of stickies which is 8. The second number is a decimal representing a percentage of the regular clip size (which in this case is also 8), thus making it four stickies in a clip.

Hopefully this helps you figure everything out. It helps if you get an understanding of how the attributes works and how they're applied in the items_game.txt file
13
#13
0 Frags +
FogTo actually answer the question asked in the thread, instead of going off-topic like the rest of you did:
"custom_weapons_v3"
{
	"*"
	{
		"20"
		{
			"1"	"89 ; -6"
			"2"	"3 ; 0.5"	
		}
        }
}
#1 decreases amount of stickys you can have out at once
#2 decreases amount of stickies you have in a clip

You'll notice that the first number is negative, because it's subtracting from the regular amount of stickies which is 8. The second number is a decimal representing a percentage of the regular clip size (which in this case is also 8), thus making it four stickies in a clip.

Hopefully this helps you figure everything out. It helps if you get an understanding of how the attributes works and how they're applied in the items_game.txt file

Thanks, and I suppose thats the file under scripts/items ?

[quote=Fog]To actually answer the question asked in the thread, instead of going off-topic like the rest of you did:

[code]"custom_weapons_v3"
{
"*"
{
"20"
{
"1" "89 ; -6"
"2" "3 ; 0.5"
}
}
}[/code]
#1 decreases amount of stickys you can have out at once
#2 decreases amount of stickies you have in a clip

You'll notice that the first number is negative, because it's subtracting from the regular amount of stickies which is 8. The second number is a decimal representing a percentage of the regular clip size (which in this case is also 8), thus making it four stickies in a clip.

Hopefully this helps you figure everything out. It helps if you get an understanding of how the attributes works and how they're applied in the items_game.txt file[/quote]

Thanks, and I suppose thats the file under scripts/items ?
14
#14
0 Frags +

Yeah

Yeah
15
#15
2 Frags +

imo you should make a plugin that keeps track of each stickies position and if position == oldposition, detonate it. that would get rid of sticky traps while allowing demo to det them in the air. i would post my version of that plugin but after I formatted I think I lost all of my sourcemod stuff :(

edit: a quick google brought this up https://forums.alliedmods.net/showthread.php?p=1519663

his plugin isn't exactly what you want, though. you'll have to change it up a bit.

http://pastebin.com/vyuMe6Pb original
http://pastebin.com/aB3vCmvt pseudocode of what you want

imo you should make a plugin that keeps track of each stickies position and if position == oldposition, detonate it. that would get rid of sticky traps while allowing demo to det them in the air. i would post my version of that plugin but after I formatted I think I lost all of my sourcemod stuff :(

edit: a quick google brought this up https://forums.alliedmods.net/showthread.php?p=1519663

his plugin isn't exactly what you want, though. you'll have to change it up a bit.

http://pastebin.com/vyuMe6Pb original
http://pastebin.com/aB3vCmvt pseudocode of what you want
16
#16
0 Frags +
FogYeah

Didnt work. I just placed the coding in the end of the document. Something wrong?

[quote=Fog]Yeah[/quote]

Didnt work. I just placed the coding in the end of the document. Something wrong?
17
#17
-2 Frags +

y not just make stickies do less damage (is that possible?)

y not just make stickies do less damage (is that possible?)
18
#18
0 Frags +
dingoy not just make stickies do less damage (is that possible?)

For that I just need to change the attribute, wont make any difference.
Also, then playing demo would be horrible. having 8 stickies, hitting with 4, doing 40 dmg..

[quote=dingo]y not just make stickies do less damage (is that possible?)[/quote]
For that I just need to change the attribute, wont make any difference.
Also, then playing demo would be horrible. having 8 stickies, hitting with 4, doing 40 dmg..
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