Does anyone have a fix for the Iron Bomber pipe using the Stock grenade's physics model? Any info on this would be appreciated.
Moisthttps://www.teamfortress.tv/57105/remove-iron-bomber-from-whitelist#8
Nah, its not the hitbox I'm worried about. Its only the physics model. For what I'm using it for, Iron Bomber's broken physics are terrible, ignoring the hitbox bug.
Thanks anyways though
Nah, its not the hitbox I'm worried about. Its only the physics model. For what I'm using it for, Iron Bomber's broken physics are terrible, ignoring the hitbox bug.
Thanks anyways though
You should be able to update the model, not sure though.
i assume that you want the iron bomber pipes to not use the stock pipe's physics? that'd make the pipes about 30% slower
Janei assume that you want the iron bomber pipes to not use the stock pipe's physics? that'd make the pipes about 30% slower
yeah, thats exactly what i want. i know it'd make them travel farther but that's not a problem.
this rollout is what i'm using them for: https://cdn.discordapp.com/attachments/724510854938230844/751644130941337711/FWWOOOOOOSHBHHHH.mp4
the random spin on the pipes with the stock pipe physics makes the pipe jump in the beginning of the video extremely random, sometimes the pipe bounces away, sometimes the pipe bounces under you and in both cases, the rollout gets messed up.
theres also some other pipe jump spots on the map that can get completely screwed over by pipes rolling off or going nowhere.
the random spin on every pipe wouldn't be nearly as much of a problem if it had the pseudo-spherical physics model and not the football mode, so that's all i care about. also making demoman have complete accuracy on pipes in this gamemode may make him a bit too strong than he should be.
yeah, thats exactly what i want. i know it'd make them travel farther but that's not a problem.
this rollout is what i'm using them for: https://cdn.discordapp.com/attachments/724510854938230844/751644130941337711/FWWOOOOOOSHBHHHH.mp4
the random spin on the pipes with the stock pipe physics makes the pipe jump in the beginning of the video extremely random, sometimes the pipe bounces away, sometimes the pipe bounces under you and in both cases, the rollout gets messed up.
theres also some other pipe jump spots on the map that can get completely screwed over by pipes rolling off or going nowhere.
the random spin on every pipe wouldn't be nearly as much of a problem if it had the pseudo-spherical physics model and not the football mode, so that's all i care about. also making demoman have complete accuracy on pipes in this gamemode may make him a bit too strong than he should be.
They won't travel farther if they go 30% slower. They'll go a shorter distance.
You can set random spin to be off through an attribute: grenade_no_spin. Spin would still be a problem with the iron bomber mesh if not disabled.
And on top of that, the grenade launcher has random spread that has nothing to do with vphysics.
You can set random spin to be off through an attribute: grenade_no_spin. Spin would still be a problem with the iron bomber mesh if not disabled.
And on top of that, the grenade launcher has random spread that has nothing to do with vphysics.
mastercomsYou can set random spin to be off through an attribute: grenade_no_spin. Spin would still be a problem with the iron bomber mesh if not disabled.
How do I apply this? Is it part of Team Comtress or can I apply it through server plugin or through the console?
You can set random spin to be off through an attribute: grenade_no_spin. Spin would still be a problem with the iron bomber mesh if not disabled.
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How do I apply this? Is it part of Team Comtress or can I apply it through server plugin or through the console?