Tob
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SteamID64 76561198108250545
SteamID3 [U:1:147984817]
SteamID32 STEAM_0:1:73992408
Country Belgium
Signed Up May 3, 2015
Last Posted November 16, 2024 at 10:00 AM
Posts 1662 (0.5 per day)
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#164 No explosion smoke script in Customization
iconaHow do I make this work with the detonator, cow mangler, and scorch shot explosions?

This does not work for the detonator and scorch shot since those do not have a seperate weapon text file and are just considered regular Flareguns. You can do it for the cow mangler though

step 1:
download for all the default weapon text files
You'll see these are the same text files you also have in the Scripts folder of the config

step 2:
the cow mangler's weapon txt file is tf_weapon_particle_cannon.txt
extract somewhere and open it in notepad (I recommend downloading notepad++ for some quality of life)
find //buckets at line 30

step 3:
go to Scripts where your already working txt files are. Open one with the explosions you want the cow mangler to have and also find //buckets

step 4:
Inside the buckets paragraph you'll find something like this

"ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"

That's what you'll see in tf_weapon_particle_cannon.txt. But those aren't the explosions you want.
So go into the other file that has the right explosions and just copy paste those over in the cow mangler's file.
For example I use

"ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"

Then just make sure you save the cow mangler file and put it in the Scripts folder where the other txt files are

posted about 7 years ago
#162 No explosion smoke script in Customization
Teddyzwhere do i put the file tho :p

If you downloaded the txt files:
tf > Custom > anyname > Scripts > txt files

If you downloaded the vpk files:
tf > Custom > vpk file

posted about 7 years ago
#1 [stream] Tob in Requests

I'm already part of the tftv team/sidebar but I changed my Twitch name so just getting that updated

New twitch profile: https://www.twitch.tv/kobetob

All other info remains the same as before but I'll include it in case you'd need it for anything
Sidebar name: Tob
Country: Belgium
Old Twitch name that I no longer use: Kobeke75

posted about 7 years ago
#33 If you could just have 1 cosmetic item ... in TF2 General Discussion

http://images.akamai.steamusercontent.com/ugc/28471889917339391/12422C80FF5AEE3630BB319D40B3076838C82BE8/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268:268&composite-to%3D*%2C*%7C268%3A268&background-color=black

Wouldn't even care that it's halloween only

posted about 7 years ago
#41 Quake Champions Closed Beta in Other Games

The trailer is used to showcase the game's art style. Not the movement.
There's a reason why the enemies just run in straight lines. They need some brainless gameplay to catch the attenion of new players. They won't be interested if it's people bunnyhopping around the map at max speed. They won't even know what's going on.
99% of all gameplay trailers are like this. Get people to run in straight lines, pretend it's gameplay while it's actually just showcasing the art.

You'll know what the movement is like when the closed beta is out. No point in complaining about something from watching pseudo gameplay

posted about 7 years ago
#2 Worst fps lag fix in Q/A Help

That sounds like it could be an overheating problem actually. Especially if you've been using it long enough for the battery to be replaced.
If temperatures are too high clean the fans and stuff

posted about 7 years ago
#18 Reworked standard crosshairs pack in Customization
newDiGiTRobotsnip.
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky

You must be using the no explosion script. The no explosion scripts are the same weapon txt files that define the crosshairs so you need to combine the 2. it's pretty easy. In this thread I made a text tutorial (comment #19)

posted about 7 years ago
#10 Reworked standard crosshairs pack in Customization
AlfieHow hard would this be to implement with broesel's crosshair switcher?

The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you

Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command

alias vtf "exec vtf_crosshair"

Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg put

cl_crosshair_file ""

in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher

posted about 7 years ago
#2 Crosshair Resets in Customization

looks like you exec something using your class cfgs. Did you use tf2mate by any chance to make your config?

Open one of your class cfgs that causes the problem, look for crosshair related commands (or aliases. If it's tf2mate you're looking for commands like White, Dot, etc)
If you don't find any but there's commands like "exec x" take a look in x.cfg as well

posted about 7 years ago
#6 special hud in Videos

If you're looking to actually use it in-game it is located inside the lawena files
Lawena > hud > hud_killnotices
You can just copy that over to your custom folder and play with it. I'm not certain how updated it is though and it probably won't have some menu stuff

posted about 7 years ago
#115 VTF Crosshair pack in Customization
BlitheRentQNsniphey could you possibly remove the outline off the seeker crosshair for me since i have a mac so I cant use those editing programs?

I made an attempt. This was literally just using selection tool on all the non-white pixels of one half and mirroring it. I have not been able to test it since it's getting pretty late here. Send me a pm if it's not working or doesn't look good in-game and I'll improve it (and I'll update the download link here as well for others who want it) :)
https://www.dropbox.com/s/hhe122wvtnftek8/seeker_macrequest.vtf?dl=0

Show Content
Proof that I should probably get some sleep. I initially accidentally made a konrwings without outline. Equally rushed but it's here if you want it. Same goes for this crosshair. If it's not good and you want it send me a PM and I'll improve it https://www.dropbox.com/s/4op4as6rd0onmxz/wings_macrequest.vtf?dl=0
Pokey__every time i try to edit the crosshair it does not work in the text files but all in all its a good pack. but how do i fix that

You'll have to be more specific. What exactly are you changing?
*If you change the txt file whilst in-game you need to restart TF2. No way to reload that without restarting.
*If you tried to edit a VTF file in paint.net, photoshop or gimp but the file isn't working correctly you might be doing a certain step wrong. Send me a PM if this is the problem and I'll either edit it for you or figure out the wrong step.
*If you tried to add a new crosshair in Thumbnails make sure you also make a VMT file for it (just open another VMT file in notepad. It's easy to figure out. You'll only have to change the crosshair name inside the file and Save As...)
*If you tried to replace a VTF file with another while in-game you'll need to do mat_antialias 0/1 (whichever makes it change values) to get the crosshair if you don't want to restart TF2

If you see the purple/black checkers it's most likely a typo related to the crosshair name in the VMT, VTF or txt file

posted about 7 years ago
#3 question in Customization

You can actually just put Broesel in your Lawena folder. the huds are located at Lawena > hud. By default it has hud_default, hud_killnotice and hud_medic but you can add any others you want. That way you don't even need 4plug

posted about 7 years ago
#32 What are your favorite scripts? in TF2 General Discussion

I use mwheelup for slot1, mwheeldown for slot2, e for slot3. I made a script that also allowed me to have a viewmodel script and a bind that would switch having viewmodels for primaries and secondaries or not (the "view" aliases) and switching mwheeldown to slot3 and e to slot2 ("switch" aliases). Both commands interacted with the same binds but never reset eachother.
This was not perfect. Especially for roamer/pocket or sniper with smg/cozy camper this could get confusing because I'd have to change class, check what my mwheeldown was bound to and if it was wrong i'd have to press the Switch bind. Made me pull out the escape plan a couple of times instead of a shotgun.

I tried to fix this by finding a workaround for the weapon switch. I wanted my mwheeldown to be "intelligent" and skip slot2 if I didn't have one by using the "invnext" command. The end result worked but if you ever ran out of ammo the script would mess up. So I ended up scrapping the project. I considered the script successful but TF2 itself was too limited. However it was definitely my favorite script to make myself because it was fun working on it. I also hadn't seen anyone attempt to script something like it before which was surprising

//standard weapons (these are regular aliases for using i/j for switching view0/1 and switch2/3 around. In your class cfgs you'd still have to define with which binds the class would start with and the View and Switch aliases also needed to be bound to a key)
alias weapon10 "slot1;r_drawviewmodel 0"
alias weapon11 "slot1;r_drawviewmodel 1"
alias weapon20 "slot2;r_drawviewmodel 0"
alias weapon21 "slot2;r_drawviewmodel 1"
alias weapon30 "slot3;r_drawviewmodel 0"
alias weapon31 "slot3;r_drawviewmodel 1"
alias view1 "alias weapon1 weapon11;alias weapon2 weapon21;bind i view0"
alias view0 "alias weapon1 weapon10;alias weapon2 weapon20;bind i view1"
alias switch2 "bind mwheeldown weapon2;bind e weapon3;bind j switch3"
alias switch3 "bind mwheeldown weapon3;bind e weapon2;bind j switch2"

//invnext weapons (this was the attempt at the invnext script)
//alias weapon10 "slot1;r_drawviewmodel 0;bind mwheeldown weaponx"
//alias weapon11 "slot1;r_drawviewmodel 1;bind mwheeldown weaponx"
//alias weaponx0 "invnext;r_drawviewmodel 0;unbind mwheeldown"
//alias weaponx1 "invnext;r_drawviewmodel 1;unbind mwheeldown"
//alias weapon31 "slot3;r_drawviewmodel 1;bind mwheeldown meleecheck"
//alias viewcheck11 "alias weapon1 weapon11;bind i viewcheck10"
//alias viewcheck10 "alias weapon1 weapon10;bind i viewcheck11"
//alias viewcheckx1 "alias weaponx weaponx1;bind j viewcheckx0"
//alias viewcheckx0 "alias weaponx weaponx0;bind j viewcheckx1"
//alias meleecheck "slot2;unbind mwheeldown"
posted about 7 years ago
#16 Why do so many people dislike cp_granary? in TF2 General Discussion

Valve was still in there "just take some flat ground and put some props on it"-phase.

Mid is flat ground with some crates and a catwalk for elevated flat ground
Yard is flat ground split in half by crates
Second is flat ground with a catwalk for elevated flat ground (though I've always felt like it's less of an issue on second it's still pretty bad)
Last is flat ground with pipes for elevated flat ground

Also I really dislike pushing second. It's just the combos spamming until someone falls low enough for the med to pop

I don't hate granary but it's not a map I enjoy playing either

posted about 7 years ago
#11 path of exile update in Other Games

Very hyped!

I have a busy semester atm so probably skipping Legacy league and returning in July to play 3.0.
I might go SSF for the first playthrough during the acts and stop being SSF when I'm at endgame. It'll probably be the most enjoyable way to experience all the new stuff (for me at least)

posted about 7 years ago
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