121 Update

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PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Or maybe bots will be getting their own skin alongside the upgrade?
 
Nov 14, 2009
1,257
378
The bullshit has been confirmed. I will have to punch him tomorrow...

However, I think that I may really be on to something...

Code:
WeaponData
{
	// Attributes Base.
	"printname"			"#Weapon_IFM_SteadyCam"
	"BuiltRightHanded"		"0"
	"MeleeWeapon"			"1"
	"weight"			"5"
	"item_flags"			"0"

	// Attributes TF.
	"Damage"			"0"
//	"FireDelay"			"0.1"
//	"IdleTimeAfterFire"		"5.0"
//	"IdleInterval"			"5.0"

	// Ammo & Clip
	"primary_ammo"			"None"
	"secondary_ammo"		"None"

	// Buckets.	
	"bucket"			"1"
	"bucket_position"		"3"

	// Model & Animation
	"viewmodel"			"models/weapons/v_models/v_bat_scout.mdl"
	"playermodel"			"models/weapons/w_models/w_bat.mdl"
	"anim_prefix"			"bat"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"melee_miss"		"Weapon_Bat.Miss"
		"melee_hit"		"Weapon_Bat.HitFlesh"
		"melee_hit_world"	"Weapon_Bat.HitWorld"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"c"
		}
		"weapon_s"
		{	
				"font"		"WeaponIcons"
				"character"	"c"
		}

		"ammo"
		{
				"file"		"sprites/a_icons1"
				"x"		"55"
				"y"		"60"
				"width"		"73"
				"height"	"15"
		}

		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}

		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}
	}
}

I found this in the scripts section, and dont recognize and weapons named steadycam. Anyone else?
 

eyefork

L3: Member
Oct 27, 2008
130
186
The bullshit has been confirmed. I will have to punch him tomorrow...

However, I think that I may really be on to something...

Code:
snip

I found this in the scripts section, and dont recognize and weapons named steadycam. Anyone else?

I googled it and it looks like it's present in other Source games.
 
Feb 14, 2008
1,051
932
Cool video, though I wouldn't read too much into it. New music?
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,110
1,586
Engineer can now build cubemaps!

badjokeisbad.png
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
I'm guessing one of these things:

- It's an update to the bots system, making them functional for more map types
- The Engineer can now dispense a robot version of another class so that he virtually can go join the fight while things are slow at his sentry where he is defending.

It's hard to not try to gleam hints from the video, given how Valve has on multiple occasions put upcoming weapons into their videos. And with enough collaborating hints and the "preview" nature of this video, I think Valve's trying to show us something.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
I'm guessing one of these things:

- It's an update to the bots system, making them functional for more map types
- The Engineer can now dispense a robot version of another class so that he virtually can go join the fight while things are slow at his sentry where he is defending.

It's hard to not try to gleam hints from the video, given how Valve has on multiple occasions put upcoming weapons into their videos. And with enough collaborating hints and the "preview" nature of this video, I think Valve's trying to show us something.

They better update the bots again. They were nearly OK for 5cp before one of the recent few updates and now they're reaaaaaallly retarded
half of red don't even leave spawn now, and the ones that do just stand around aimlessly
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
A question out of left field, but in the blog post that went along with this, there was a link to that latest [nomedia="http://www.youtube.com/watch?v=NHHsG1fTM-s"]YouTube- TF2 TOP10 FR - Avril[/nomedia] QuickAction video in French. Anyone know what map #3 was set on? Doesn't look familiar, and was curious.