Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,153
704
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Fixed a server crash related to multiple heavies spam firing their weapons
  • Fixed trigger_add_or_remove_tf_player_attributes not interacting well with the status of other attributes
  • Fixed trigger_add_or_remove_tf_player_attributes not updating player speed correctly
  • Fixed spectators not being able to be kicked in Mann vs. Machine on official Valve servers
  • Added support for custom sounds, soundscripts, soundscapes, navmeshes and particles in workshop maps
  • Added a SetModel input to all entities with a model
    • Mappers: This replaces the previous 'addoutput modelindex' method that was used for overriding an entity's model
  • Added SetPlaybackRate and SetCycle inputs to all entities with a model
  • Added a spawnflag to point_hurt to bypass Übercharge
  • Added OnDeath output to tf_zombie entity
  • Updated 'maps *' console command to show workshop maps
  • Updated the Create Server menu to show workshop maps
  • Updated ctf_crasher
    • Giants should more reliably be killed when they drop or capture a flag
    • Fixed a minor clipping issue on the ammo pickup by the arches

Read on the TF2 Blog...
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
  • Added a SetModel input to all entities with a model
    • Mappers: This replaces the previous 'addoutput modelindex' method that was used for overriding an entity's model
Mappers: Can this be used to get custom models for entities that normally don't have a parameter for it, or under circumstances where the game would override them? I'm specifically wondering about pumpkin bombs (including gibs) and health pickups.
 

14bit

L14: Bit Member
aa
Oct 5, 2014
643
2,074
Mappers: Can this be used to get custom models for entities that normally don't have a parameter for it, or under circumstances where the game would override them? I'm specifically wondering about pumpkin bombs (including gibs) and health pickups.
Yes, you can now pretty much replace the model of any entity that has a model now! From what I understand, this was added primarily to allow mappers to set the models of Halloween bosses, since Valve was having trouble with plr_hacksaw_event's custom HHH replacement failing to work during their compiles, due to the hacky way the map was replacing it. This makes it so you can just fire an input to change it.

For pumpkin bombs, we've already got tf_generic_bomb, which is a pumpkin bomb we can change the model/particle on, though this new input should work on normal pumpkin bombs as well. The example use of SetModel provided in the tf.fgd in the game files shows how to replace an ammo pickups' model, so I assume it'll be the same for health kits!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
For pumpkin bombs, we've already got tf_generic_bomb, which is a pumpkin bomb we can change the model/particle on, though this new input should work on normal pumpkin bombs as well. The example use of SetModel provided in the tf.fgd in the game files shows how to replace an ammo pickups' model, so I assume it'll be the same for health kits!
I seem to recall looking into that when it came out and discovering they don't automatically respawn like the real ones do, so you have to resort to all kinds of scripting nonsense to kinda-sorta-but-still-not-quite recreate the behavior.