Discussion in 'Mapping Questions & Discussion' started by Thanks4TheDiscordBanIibo, Jan 28, 2016.
Your FGD doesn't display the attribute correctly. For example, instead of showing "damage penalty" for the attribute, it shows "%s1% damage penalty." This makes it quite hard to tell which one you're using, since many are "No Description" etc.
I also tried to give myself ammo regen with this entity in a test map, and instead it just slays me and leaves a running ragdoll behind. So... something is off. Was hoping this would be the secret to finally getting the "disintegrate" effect working fully.
Here's hoping Valve is still working on that one. It'll be fun to play around with (new AF gimmicks anyone?).
Some previous discussion here: http://tf2maps.net/threads/trigger_add_or_remove_tf_player_attributes.26677/
I made that FGD. (and the reddit post mentioned by OP) I did it by copying a chart over to excel, and there isn't exactly much I could do with it there without manually going through each entity. Also, regarding the percentage variables, I left those in to clarify what the value would do. I'll see about improving on it eventually though.
They should just add that as a trigger_hurt damage type. (the cowmangler one, not the hl2 one)
^ I know about this and it's not the cowmangler dissolve.
Honestly it really sounds like someone can come up with some wacky combinations using this and it fills me with dread. I can only assume this would organically feel right in a map which either has a feature based around it or one of the random type maps where anything can happen.
So what you're saying is, there should be a point to the map, or it should be pointless.
Or you can use this just for april fools.
I did not say that and don’t make it sound like I did. I’m just saying that maps which have objectives/mods to them are less likely to make use of this than those which don’t like dm, idle, achievement and trade maps.
It's not just the color, it's the painful death animation as well.
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