Upvote Upvoted 8 Downvote Downvoted
Custom file that removes weapon animation
posted in Customization
1
#1
0 Frags +

Hey, I recently saw a stream of someone who made a custom file to remove weapon animations. So whne he pulled out his grenade launcher it was instantly there instead of having the viewmodel take it out. And when he reloaded it didn't show the viewmodel changing, he just got more ammo with the viewmodel staying completely still.

I want to test this file to see if it's something for me so I'd like to find either the custom file itself or the name of the streamer since he said he was going to link the file in his twitch.
The streamer was a demo main and he made the file because the stickybomb reload animation was annoying to him.
Any info would be appreciated. Thanks.

Hey, I recently saw a stream of someone who made a custom file to remove weapon animations. So whne he pulled out his grenade launcher it was instantly there instead of having the viewmodel take it out. And when he reloaded it didn't show the viewmodel changing, he just got more ammo with the viewmodel staying completely still.

I want to test this file to see if it's something for me so I'd like to find either the custom file itself or the name of the streamer since he said he was going to link the file in his twitch.
The streamer was a demo main and he made the file because the stickybomb reload animation was annoying to him.
Any info would be appreciated. Thanks.
2
#2
10 Frags +

Never seen this before, mind if I ask whos stream you saw it on? Would like to see for myself

Never seen this before, mind if I ask whos stream you saw it on? Would like to see for myself
3
#3
5 Frags +

He saw it on Adysky's stream probably. https://www.youtube.com/watch?v=lYU-Ggtzrms
http://www.teamfortress.tv/post/529688/guide-weapon-specific-custom-crosshairs

He saw it on Adysky's stream probably. https://www.youtube.com/watch?v=lYU-Ggtzrms
http://www.teamfortress.tv/post/529688/guide-weapon-specific-custom-crosshairs
4
#4
0 Frags +

Oh wow, looks like a nice alternative to turning viewmodels off or whatever. Shame I'm used to them being off.

Oh wow, looks like a nice alternative to turning viewmodels off or whatever. Shame I'm used to them being off.
5
#5
7 Frags +

That just looks like someone poorly cut out a rocket launcher from a green screen and made a VMF (which I assume it is)

That just looks like someone poorly cut out a rocket launcher from a green screen and made a VMF (which I assume it is)
6
#6
4 Frags +
BonafideThat just looks like someone poorly cut out a rocket launcher from a green screen and made a VMF (which I assume it is)

That's pretty much exactly what it is, although I'm pretty sure the video mausy linked was a test of sorts.

https://www.youtube.com/watch?v=Pw9WEJja_Yc

What I imagine the actual file you'd want would look like.

[quote=Bonafide]That just looks like someone poorly cut out a rocket launcher from a green screen and made a VMF (which I assume it is)[/quote]

That's pretty much exactly what it is, although I'm pretty sure the video mausy linked was a test of sorts.

https://www.youtube.com/watch?v=Pw9WEJja_Yc

What I imagine the actual file you'd want would look like.
7
#7
7 Frags +
BonafideThat just looks like someone poorly cut out a rocket launcher from a green screen and made a VMF (which I assume it is)

thats exactly what i did
its so bad that i dont like sharing it with anyone because it does more harm than good

i couldnt find a better way than actually taking a screenshot on a tf2 greenscreen map and cropping it out in gimp. if you want to do it yourself/you have a better picture you want to use, the steps are explained in the topic linked above by someone

you can also make them transparent im pretty sure, but i never tried doing that

[quote=Bonafide]That just looks like someone poorly cut out a rocket launcher from a green screen and made a VMF (which I assume it is)[/quote]

thats exactly what i did
its so bad that i dont like sharing it with anyone because it does more harm than good

i couldnt find a better way than actually taking a screenshot on a tf2 greenscreen map and cropping it out in gimp. if you want to do it yourself/you have a better picture you want to use, the steps are explained in the topic linked above by someone

you can also make them transparent im pretty sure, but i never tried doing that
8
#8
0 Frags +

I can cut a clean one for you if you want

I can cut a clean one for you if you want
9
#9
5 Frags +

wait so you can make your viewmodel any vfm file and it'll work in sv_pure? So instead of not having viewmodels or having a crosshair switcher you can have a tiny indicator on your screen of what weapon you are using?

wait so you can make your viewmodel any vfm file and it'll work in sv_pure? So instead of not having viewmodels or having a crosshair switcher you can have a tiny indicator on your screen of what weapon you are using?
10
#10
1 Frags +

yes, someones done it already. I'm trying to push valve for the thing they have in csgo that shows the outline of the weapon on the bottom of the screen, you can do like slot10 in console for the quickswitch menu but its too big and theres too much weapon detail to make it worth using at the moment.

yes, someones done it already. I'm trying to push valve for the thing they have in csgo that shows the outline of the weapon on the bottom of the screen, you can do like slot10 in console for the quickswitch menu but its too big and theres too much weapon detail to make it worth using at the moment.
11
#11
2 Frags +
Shpeeismewait so you can make your viewmodel any vfm file and it'll work in sv_pure? So instead of not having viewmodels or having a crosshair switcher you can have a tiny indicator on your screen of what weapon you are using?

https://www.youtube.com/watch?v=po6LGc7bnEw
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0

[quote=Shpeeisme]wait so you can make your viewmodel any vfm file and it'll work in sv_pure? So instead of not having viewmodels or having a crosshair switcher you can have a tiny indicator on your screen of what weapon you are using?[/quote]

https://www.youtube.com/watch?v=po6LGc7bnEw
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0
12
#12
-7 Frags +

That looks so bad lmao it looks like you just put a picture on your screen

That looks so bad lmao it looks like you just put a picture on your screen
13
#13
1 Frags +
adyskyhttps://www.youtube.com/watch?v=po6LGc7bnEw
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0

Link not found?

[quote=adysky]
https://www.youtube.com/watch?v=po6LGc7bnEw
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0[/quote]

Link not found?
14
#14
2 Frags +
flameyou can do like slot10 in console for the quickswitch menu but its too big and theres too much weapon detail to make it worth using at the moment.

When Joshuawn released his Weapon Specific Crosshairs I was also working through those ctx files to see if anything else could be changed (I was working on weapon specific crosshairs for a while and Josh did it in 5 minutes I'm not salty). So basically within these same files there is a section that looks like this:

		"weapon"
		{
				"file"		"sprites/bucket_rl"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}
		"weapon_s"
		{	
				"file"		"sprites/bucket_rl"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}

Through the same method used for weapon specific crosshairs you can change the sprite used with the "Slow Weapon Switch." Now, Flame you're the HUD expert so you'd know better than I would how easy the backgrounds and text are to edit. But by changing these files you could very easily change what image is used within those backgrounds. Do with this information what you will, but it opens yet another possibility with these files (and another reason for Valve to block these files within pure, please don't let them know!)

[quote=flame]you can do like slot10 in console for the quickswitch menu but its too big and theres too much weapon detail to make it worth using at the moment.[/quote]

When Joshuawn released his [url=http://www.teamfortress.tv/30866/guide-weapon-specific-custom-crosshairs]Weapon Specific Crosshairs[/url] I was also working through those ctx files to see if anything else could be changed (I was working on weapon specific crosshairs for a while and Josh did it in 5 minutes I'm not salty). So basically within these same files there is a section that looks like this:
[code] "weapon"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}[/code]

Through the same method used for weapon specific crosshairs you can change the sprite used with the "Slow Weapon Switch." Now, Flame you're the HUD expert so you'd know better than I would how easy the backgrounds and text are to edit. But by changing these files you could very easily change what image is used within those backgrounds. Do with this information what you will, but it opens yet another possibility with these files (and another reason for Valve to block these files within pure, please don't let them know!)
15
#15
0 Frags +

theres already too many hacks and exploits possible with the shit you guys are changing already.

the ability to change a rocket explosion into a spy sapper is no different than noids old wallhack sticky particles making a comeback by replacing the sticky blink with the rocket explosion or something.

I played around with the quickswitch menu already, the one in my hud actually looks pretty good tbh but its too big and too much of a hassle to edit for a menu that doesnt allow for display without locking the mouse.

id rather wait for valve to address the quickswitch menu aka allowing you to do like maybe hud_fastswitch "-1" instead of 0, 1, or 2 (2 is for consoles) instead of me mangling around with it myself.

im expecting all of these custom vmts and vtfs related to weapons to be swiftly blocked by sv_pure 2 when matchmaking comes out just from an anticheat point of view.

theres already too many hacks and exploits possible with the shit you guys are changing already.

the ability to change a rocket explosion into a spy sapper is no different than noids old wallhack sticky particles making a comeback by replacing the sticky blink with the rocket explosion or something.

I played around with the quickswitch menu already, the one in my hud actually looks pretty good tbh but its too big and too much of a hassle to edit for a menu that doesnt allow for display without locking the mouse.

id rather wait for valve to address the quickswitch menu aka allowing you to do like maybe hud_fastswitch "-1" instead of 0, 1, or 2 (2 is for consoles) instead of me mangling around with it myself.

im expecting all of these custom vmts and vtfs related to weapons to be swiftly blocked by sv_pure 2 when matchmaking comes out just from an anticheat point of view.
16
#16
-1 Frags +
STOGEadyskyhttps://www.youtube.com/watch?v=po6LGc7bnEw
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0

Link not found?

I added him and he sent me this:
https://www.dropbox.com/s/kt6xtjcsu76n1mh/weapon%20switcher.rar?dl=0
also u must edit this section of hudlayout.res:
HudCrosshair
{
"fieldName" "HudCrosshair"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
cvrs3d: add some xpos
cvrs3d: and ypos
cvrs3d: works only with default weapons

Why does it only work with def weapons? And does anyone have a file that'll make it work with all weapons?

[quote=STOGE][quote=adysky]
https://www.youtube.com/watch?v=po6LGc7bnEw
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0[/quote]

Link not found?[/quote]

I added him and he sent me this:
https://www.dropbox.com/s/kt6xtjcsu76n1mh/weapon%20switcher.rar?dl=0
also u must edit this section of hudlayout.res:
HudCrosshair
{
"fieldName" "HudCrosshair"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
cvrs3d: add some xpos
cvrs3d: and ypos
cvrs3d: works only with default weapons

Why does it only work with def weapons? And does anyone have a file that'll make it work with all weapons?
17
#17
4 Frags +
flamethe ability to change a rocket explosion into a spy sapper is no different than noids old wallhack sticky particles making a comeback by replacing the sticky blink with the rocket explosion or something.

How? Cleaning up the rocket explosion is definitely very different from a full-blown stickytrap wallhack. That's like saying using a hud is like an ESP, they're just completely different things that don't even act like eachother.

flameI played around with the quickswitch menu already, the one in my hud actually looks pretty good tbh but its too big and too much of a hassle to edit for a menu that doesnt allow for display without locking the mouse.

id rather wait for valve to address the quickswitch menu aka allowing you to do like maybe hud_fastswitch "-1" instead of 0, 1, or 2 (2 is for consoles) instead of me mangling around with it myself.

Correct me if I'm wrong, I just whipped this thing up in 5 minutes, but wouldn't this do what you wanted?

bind 1 "hud_fastswitch 1; slot1; hud_fastswitch 0; slot1"
bind 2 "hud_fastswitch 1; slot2; hud_fastswitch 0; slot2"
bind 3 "hud_fastswitch 1; slot3; hud_fastswitch 0; slot3"
bind mouse1 "+mouse1thing"
bind mouse2 "+mouse2thing"
alias +mouse1thing "cancelselect; +attack; spec_next"
alias +mouse2thing "cancelselect; +attack2; spec_prev"
alias -mouse1thing "-attack"
alias -mouse2thing "-attack2"

You'd need to extend it like a crosshair script if you wanted to add more functionality, but the basics are all there.

[quote=flame]the ability to change a rocket explosion into a spy sapper is no different than noids old wallhack sticky particles making a comeback by replacing the sticky blink with the rocket explosion or something.[/quote]
How? Cleaning up the rocket explosion is definitely very different from a full-blown stickytrap wallhack. That's like saying using a hud is like an ESP, they're just completely different things that don't even act like eachother.

[quote=flame]I played around with the quickswitch menu already, the one in my hud actually looks pretty good tbh but its too big and too much of a hassle to edit for a menu that doesnt allow for display without locking the mouse.

id rather wait for valve to address the quickswitch menu aka allowing you to do like maybe hud_fastswitch "-1" instead of 0, 1, or 2 (2 is for consoles) instead of me mangling around with it myself.[/quote]
Correct me if I'm wrong, I just whipped this thing up in 5 minutes, but wouldn't this do what you wanted?[code]bind 1 "hud_fastswitch 1; slot1; hud_fastswitch 0; slot1"
bind 2 "hud_fastswitch 1; slot2; hud_fastswitch 0; slot2"
bind 3 "hud_fastswitch 1; slot3; hud_fastswitch 0; slot3"
bind mouse1 "+mouse1thing"
bind mouse2 "+mouse2thing"
alias +mouse1thing "cancelselect; +attack; spec_next"
alias +mouse2thing "cancelselect; +attack2; spec_prev"
alias -mouse1thing "-attack"
alias -mouse2thing "-attack2"
[/code]You'd need to extend it like a crosshair script if you wanted to add more functionality, but the basics are all there.
18
#18
0 Frags +

im comparing switching particles to switching particles, it's actually nothing like saying using a hud is like an esp. theyre not different at all and work completely the same.

and yeah but I want the hud_fastswitch menu to stay up constantly though. so I always know what weapon is out, not just for a split second.

edit: also from a hud pov its not worth working on something if it requires 10+ lines of config editing from the user to make it accessible was more my point.

im comparing switching particles to switching particles, it's actually nothing like saying using a hud is like an esp. theyre not different at all and work completely the same.

and yeah but I want the hud_fastswitch menu to stay up constantly though. so I always know what weapon is out, not just for a split second.

edit: also from a hud pov its not worth working on something if it requires 10+ lines of config editing from the user to make it accessible was more my point.
19
#19
1 Frags +
flameim comparing switching particles to switching particles, it's actually nothing like saying using a hud is like an esp. theyre not different at all and work completely the same.

and yeah but I want the hud_fastswitch menu to stay up constantly though. so I always know what weapon is out, not just for a split second.

Pretty much the most you could ever do with explosions to give you an advantage is just make them less visible, which is not anything big. And that's all you can do with the ctx files in regards to potential hacking; you can mod the explosion particles, some sounds iirc, and the default crosshair file it uses. The sticky blinks are not inside the ctx files and you plainly can't change anything that'd actually make for a legit and dangerous hack.

It wouldn't be difficult to extend it to movement binds and make it return after clicking. It wouldn't be permanent, but it'd be close to it.

E: my philosophy is if someone wants to do it, let them. They shouldn't have to add in a script if they don't want to, but if they want to and it does something neat, why not?

[quote=flame]im comparing switching particles to switching particles, it's actually nothing like saying using a hud is like an esp. theyre not different at all and work completely the same.

and yeah but I want the hud_fastswitch menu to stay up constantly though. so I always know what weapon is out, not just for a split second.[/quote]
Pretty much the most you could ever do with explosions to give you an advantage is just make them less visible, which is not anything big. And that's all you can do with the ctx files in regards to potential hacking; you can mod the explosion particles, some sounds iirc, and the default crosshair file it uses. The sticky blinks are not inside the ctx files and you plainly can't change anything that'd actually make for a legit and dangerous hack.

It wouldn't be difficult to extend it to movement binds and make it return after clicking. It wouldn't be permanent, but it'd be close to it.

E: my philosophy is if someone wants to do it, let them. They shouldn't have to add in a script if they don't want to, but if they want to and it does something neat, why not?
20
#20
-1 Frags +

the ability to swap out particles to gain an advantage is still there. whether or not you consider it cheating is one thing but saving frames and gaining visibility another player does not have is still not 'balanced'

as far as im concerned being able to see through the smoke of a close range rocket is a straight advantage over not being able to see through the smoke.

im sure itll be sv_pure 2 blocked eventually.

the ability to swap out particles to gain an advantage is still there. whether or not you consider it cheating is one thing but saving frames and gaining visibility another player does not have is still not 'balanced'

as far as im concerned being able to see through the smoke of a close range rocket is a straight advantage over not being able to see through the smoke.

im sure itll be sv_pure 2 blocked eventually.
21
#21
2 Frags +
Shpeeisme

coz i cant draw all those icons for every custom weapon

[quote=Shpeeisme]
[/quote]
coz i cant draw all those icons for every custom weapon
22
#22
1 Frags +
ShpeeismeWhy does it only work with def weapons? And does anyone have a file that'll make it work with all weapons?

https://www.dropbox.com/s/oq2nbyzueimdose/crosshair.zip?dl=0

fixed all the broken ones. everything should be fine.

also ambassador is super distracting. no clue how to fix that.

[quote=Shpeeisme]Why does it only work with def weapons? And does anyone have a file that'll make it work with all weapons?[/quote]

https://www.dropbox.com/s/oq2nbyzueimdose/crosshair.zip?dl=0

fixed all the broken ones. everything should be fine.

also ambassador is super distracting. no clue how to fix that.
23
#23
0 Frags +

Where do I put this?

Where do I put this?
Please sign in through STEAM to post a comment.