create a plugin that lets people airstrafe after being airblasted by a pyro.
god bless.
also @RGL please use the plugin if it gets made
create a plugin that lets people airstrafe after being airblasted by a pyro.
god bless.
also @RGL please use the plugin if it gets made
tf_airblast_cray 0 for old airblast
ctrl + f tf_airblast here if you want to find related cvars
edit: jk it's apparently funny rounding very cool
funny enough tf_airblast_cray_stun_duration defaults to 0 in game but you definitely can't strafe after being airblasted so it's probably bugged as per usual. tf_airblast_cray_lose_footing_duration defaults to 0 as well but you also glide along the ground without being able to strafe so...
tf_airblast_cray 0 for old airblast
[url=https://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables]ctrl + f tf_airblast here if you want to find related cvars[/url]
edit: jk it's apparently funny rounding very cool
funny enough tf_airblast_cray_stun_duration defaults to 0 in game but you definitely can't strafe after being airblasted so it's probably bugged as per usual. tf_airblast_cray_lose_footing_duration defaults to 0 as well but you also glide along the ground without being able to strafe so...
cvar list is bugged. It will show all floats as ints, so all decimal places are rounded down.
tf_airblast_cray_lose_footing_duration's default value is 0.5, not 0 as it shows on any cvar list page.
TF2 Console] tf_airblast_cray_lose_footing_duration
"tf_airblast_cray_lose_footing_duration" = "0.5"
game cheat
- How long the player should be unable to regain their footing after being airblast, separate from air-control stun.
If I recall correctly, the logic for cvar list is something like if cvar.GetInt() == (int) cvar.GetFloat() -> print cvar.GetInt(). Which does not really make sense, since this will always be true...
As for the stun, stun in TF2 is really just a movement speed slow. That's why there is a stun amount as well, this will slow your movement speed by that percentage on each axis. There are also stun flags, like the old airblast had, which allows you to strafe during a stun. I am not sure if the new airblast has this flag, but it could and its just the loose footing doing the work.
cvar list is bugged. It will show all floats as ints, so all decimal places are rounded down.
tf_airblast_cray_lose_footing_duration's default value is 0.5, not 0 as it shows on any cvar list page.
[quote=TF2 Console]
] tf_airblast_cray_lose_footing_duration
"tf_airblast_cray_lose_footing_duration" = "0.5"
game cheat
- How long the player should be unable to regain their footing after being airblast, separate from air-control stun.
[/quote]
If I recall correctly, the logic for cvar list is something like if cvar.GetInt() == (int) cvar.GetFloat() -> print cvar.GetInt(). Which does not really make sense, since this will always be true...
As for the stun, stun in TF2 is really just a movement speed slow. That's why there is a stun amount as well, this will slow your movement speed by that percentage on each axis. There are also stun flags, like the old airblast had, which allows you to strafe during a stun. I am not sure if the new airblast has this flag, but it could and its just the loose footing doing the work.
wait ur telling me this shit just exists in the game and we decided we would continue to just let pyro completely immobilize airborne players by pressing mouse 2
wait ur telling me this shit just exists in the game and we decided we would continue to just let pyro completely immobilize airborne players by pressing mouse 2
Mastercoms has saved TF2.
Mastercoms has saved TF2.
@grapejuice
Robin wants your $100
@grapejuice
Robin wants your $100
Dear Robin Walker,
I regret to inform you that you will not be receiving your hundred dollars. The reward was posted only as an incentive to create something that had yet to be created, but seeing as no work actually needs to be done, the reward serves no purpose.
I’m sorry for any inconvenience this has caused.
Yours truly,
Grape Juice
Dear Robin Walker,
I regret to inform you that you will not be receiving your hundred dollars. The reward was posted only as an incentive to create something that had yet to be created, but seeing as no work actually needs to be done, the reward serves no purpose.
I’m sorry for any inconvenience this has caused.
Yours truly,
Grape Juice
A bit late to this thread here, but the actual console command responsible for (new) airblast stun is:
tf_movement_aircurrent_aircontrol_mult 0.25
The value represents the amount of air acceleration the player has after getting airblasted, and this debuff lasts until the player lands. In which case, it's set to 25% by default. Doing the math, it turns out that a revved Heavy is capable of air strafing more effectively than a Scout who is under the airblast debuff. Because air accel in TF2 is 10x your max ground speed.
Revved heavy walks at 110 HU x 10 = 1100 hu/s^2 for acceleration.
Scouts run at 400 HU x 10 = 4000 hu/s^2 for acceleration. But when airblasted, 25% of 4000 hu/s^2 is 1000 hu/s^2. It's obviously lower for any class that isn't a Scout.
(Using this air strafing guide to help with this)
I have tested this command a few months ago. Setting the value to 1 (for 100%) restores full air acceleration and effectively removes the stun from the airblast. It's a sv_cheats command but you can still change it anyway using sm_cvar.
A bit late to this thread here, but the actual console command responsible for (new) airblast stun is:
tf_movement_aircurrent_aircontrol_mult 0.25
The value represents the amount of air acceleration the player has after getting airblasted, and this debuff lasts until the player lands. In which case, it's set to 25% by default. Doing the math, it turns out that a revved Heavy is capable of air strafing more effectively than a Scout who is under the airblast debuff. Because air accel in TF2 is 10x your max ground speed.
Revved heavy walks at 110 HU x 10 = 1100 hu/s^2 for acceleration.
Scouts run at 400 HU x 10 = 4000 hu/s^2 for acceleration. But when airblasted, 25% of 4000 hu/s^2 is 1000 hu/s^2. It's obviously lower for any class that isn't a Scout.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=184184420](Using this air strafing guide to help with this)[/url]
I have tested this command a few months ago. Setting the value to 1 (for 100%) restores full air acceleration and effectively removes the stun from the airblast. It's a sv_cheats command but you can still change it anyway using sm_cvar.
only when you touch ground? damn that explains why i can't escape even after trying to rejump off a wall i get blasted into
half the time when i try that the rocket i 180 to shoot into the wall at point blank somehow also gets reflected anyways
only when you touch ground? damn that explains why i can't escape even after trying to rejump off a wall i get blasted into
half the time when i try that the rocket i 180 to shoot into the wall at point blank somehow also gets reflected anyways
wow, very interesting. any chance this can be pushed to Jill or someone else, since it's literally just changing one variable? doesn't sound like current stun was intended at all
wow, very interesting. any chance this can be pushed to Jill or someone else, since it's literally just changing one variable? doesn't sound like current stun was intended at all
Brimstoneonly when you touch ground?
Yep. It's much easier to notice when charging as a Demoknight, since charges are also affected by this debuff. The airblast stun does not go away until landing.
[quote=Brimstone]only when you touch ground?[/quote]
Yep. It's much easier to notice when charging as a Demoknight, since charges are also affected by this debuff. The airblast stun does not go away until landing.
necro
I think this is relevant as this hasn't been fixed by Valve or changed manually by leagues, what would be the best way to address this?
necro
I think this is relevant as this hasn't been fixed by Valve or changed manually by leagues, what would be the best way to address this?
GrapeJuiceIIIwait ur telling me this shit just exists in the game and we decided we would continue to just let pyro completely immobilize airborne players by pressing mouse 2
L + Touch ground
[quote=GrapeJuiceIII]wait ur telling me this shit just exists in the game and we decided we would continue to just let pyro completely immobilize airborne players by pressing mouse 2[/quote]
L + Touch ground
JackyLegsnecro
I think this is relevant as this hasn't been fixed by Valve or changed manually by leagues, what would be the best way to address this?
this is nothing to fix, it's a feature that was changed in the same batch of updates meant to nerf degreaser + axtinguisher pyro (iirc) and is an intentional part of the airblast rework. if you're being juggled by a pyro you can strafe after getting hit with a second airblast and onwards
[quote=JackyLegs]necro
I think this is relevant as this hasn't been fixed by Valve or changed manually by leagues, what would be the best way to address this?[/quote]
this is nothing to fix, it's a feature that was changed in the same batch of updates meant to nerf degreaser + axtinguisher pyro (iirc) and is an intentional part of the airblast rework. if you're being juggled by a pyro you can strafe after getting hit with a second airblast and onwards
intentional inschmentional looks like the first thing we gotta fix is ur awful taste in video game mechanics
intentional inschmentional looks like the first thing we gotta fix is ur awful taste in video game mechanics
YeeHawGrapeJuiceIIIwait ur telling me this shit just exists in the game and we decided we would continue to just let pyro completely immobilize airborne players by pressing mouse 2
L + Touch ground
ok what now
https://i.imgur.com/JL3ft0Z.png
[quote=YeeHaw][quote=GrapeJuiceIII]wait ur telling me this shit just exists in the game and we decided we would continue to just let pyro completely immobilize airborne players by pressing mouse 2[/quote]
L + Touch ground[/quote]
ok what now[img]https://i.imgur.com/JL3ft0Z.png[/img]
id gladly pay $100 to valve for them to remove the stun from airblast
id gladly pay $100 to valve for them to remove the stun from airblast
Brimstoneintentional inschmentional looks like the first thing we gotta fix is ur awful taste in video game mechanics
i agree this is annoying but making a plugin to "fix" every feature a few people found annoying would make it a completely different game. with the pub and competitive community in a big enough disconnect this will only distance the two further as approaching comp will not only involve learning a more methodical and completely different style of tf2 but also learning random reworks such as gunboats airblast etc
[quote=Brimstone]intentional inschmentional looks like the first thing we gotta fix is ur awful taste in video game mechanics[/quote]
i agree this is annoying but making a plugin to "fix" every feature a few people found annoying would make it a completely different game. with the pub and competitive community in a big enough disconnect this will only distance the two further as approaching comp will not only involve learning a more methodical and completely different style of tf2 but also learning random reworks such as gunboats airblast etc
I don’t care about pub player disconnect I just don’t want to play against retarded game mechanics.
I don’t care about pub player disconnect I just don’t want to play against retarded game mechanics.
[quote=GrapeJuiceIII]
ok what now[/quote]
https://imgur.com/a/Dy0HV1R
"but it was intentional by the game developers" is a bizarre argument to make when you play a gamemode that bans most weapons from the game.
"but it was intentional by the game developers" is a bizarre argument to make when you play a gamemode that bans most weapons from the game.
gianniI don’t care about pub player disconnect I just don’t want to play against retarded game mechanics.
Remember, every class has a counter
[quote=gianni]I don’t care about pub player disconnect I just don’t want to play against retarded game mechanics.[/quote]
Remember, every class has a counter
This could be pretty easily added as part of a plugin (probably the comp fixes one that's already used?) because it's just an sm_cvar change. It's not like it'd require much coding because the functionality already exists. I'm obviously biased towards "yes, remove this dumb shit".
Just a question of whether or not we want the pub Pyro mains to start whining about a "nerf" in a gamemode they don't play, and causing even more hatred among pubbers towards the comp scene, regardless of whether the change is justifiable or not.
This could be pretty easily added as part of a plugin (probably the comp fixes one that's already used?) because it's just an sm_cvar change. It's not like it'd require much coding because the functionality already exists. I'm obviously biased towards "yes, remove this dumb shit".
Just a question of whether or not we want the pub Pyro mains to start whining about a "nerf" in a gamemode they don't play, and causing even more hatred among pubbers towards the comp scene, regardless of whether the change is justifiable or not.