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Messages - derdotte

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31
General Discussion / Re: Watching own demo
« on: June 15, 2013, 01:00:04 AM »
to switch in a stv demo into first/third person you usually use your jump key but if you have something like a duckjump script bind to your jump key then it will not work. make a config call it something like stvkeys.cfg and edit your things so that stv works.

32
don't think leagues will ban the command,since its actually useful outside of this bug
i've had it binded to a key for ages even before knowing about its other uses,since some huds tend to bug out,
like having red health,even when its full and stuff like that
they wont ban the command right because of the usefullness. any league you will play wants to have demos recorded there you can see everything.
its just like the reconnect exploit if you can see it you will be punished

33
etf2l already knows about the bug and if people will use it they will totaly ban it valve seems to know about it too maybe they work on it already.

34
General Discussion / Re: Singleplayer jump vs. Multiplayer jump
« on: June 11, 2013, 02:10:12 AM »
you usually have a ping of 1 in offline server you just have to get a feeling for a higher ping it isnt that hard.
i used to jump offline a lot but can usually do it on other servers too.
speedshots are the only ones who are affected by just a little bit of ping diffrence. like 1 to 30 makes diffrences but its not that big of a deal.
rockets are client sided but they are even ping effected that can not be changed every client to server game has this little "problems"

35
we had this topic a few month ago and we all were sure this trick will be abused at all.

36
General Discussion / Re: Spawning rockets in hammer
« on: June 07, 2013, 08:54:18 AM »
i know the way with bots but i want to have rockets generated by something that i dont have to exec a config for this.
i read about something with info_target but i cant find how i am able to spawn them and how i can get them into a straight line.

edit:
it wont work without a plugin

37
General Discussion / Spawning rockets in hammer
« on: June 07, 2013, 08:01:40 AM »
hey,
i am working on a Special map and Need to know how i can spawn rockets they should fly in a straight line.
i decompiled some pyro dodgeball maps but i could not really understand.
maybe someone here can help?

38
Jump Help / Re: Lefty problems (Need advise from anyone)
« on: June 01, 2013, 08:31:56 AM »
it is possible to use the mouse for movement although you really have to set the dpi really high i mean so high that it isnt possible yet (maybe?) hold alt and move your mouse ;)

On tf2? :0
yes^^ its just very slow

39
Jump Help / Re: Lefty problems (Need advise from anyone)
« on: June 01, 2013, 06:43:16 AM »
I would really like a system to be created that would let you use 2 mouses, one for the aiming and one for the movement

That would be really intresting
it is possible to use the mouse for movement although you really have to set the dpi really high i mean so high that it isnt possible yet (maybe?) hold alt and move your mouse ;)

40
Jump Help / Re: max distance of a ctap?
« on: May 18, 2013, 09:18:59 AM »
i think 691 but only with ctap script, or combo of extreme skill and luck to press all nicely timed to miliseconds
no thats the max high i want to know the distance^^

41
Jump Help / max distance of a ctap?
« on: May 18, 2013, 08:02:36 AM »
hey guys i Need to know how Long a ctap can be i tried it myself but i cant get a perfect ctap so maybe does anyone know here?

42
Jump Help / Re: Jump maps geared towards comp play
« on: April 29, 2013, 09:54:52 AM »
some maps:
tr_rollout (i think it was for both soldier and demo)
tr_walkway an Allrounder for everything.
and some other tr_- maps are up for bombing and rollouts but i dont know them namely.

43
Jump Videos / Re: Jump of the week
« on: April 26, 2013, 08:08:35 AM »
That's pretty nice, didn't know something like that was even possible. How does it actually work?

pretty much this will answer it.
tf2 has some Newton laws and this is one of it. i dont know if 100% energy (the Speed) will transfered or just a Little bit but its cool^^  8)

44
General Discussion / Re: Steam Pipe
« on: April 24, 2013, 11:34:17 PM »
Just tested it and its working fine, so just backup your gcfs if youre using tf2 materials and put them were they originally were.
The update deleted the old mapfolder (and didnt copy any of the maps over...) so youll need to recreate that and manually copy your compiled maps over to the new folder. It also deleted sounds/materials/etc. without copying them to the new directory so just backup your whole tf folder I guess.
But Im gonna assume thats just because its still beta. If that happens when the update hits it would be ridiculous...

yeah thats because of the beta hope this will be fixed otherwise... i dont want to think so xD

Edit: Oh wait, the thread on the mapping forums says: "... you will not be able to access the TF2 configuration in Source SDK." Well I can still do that but I guess that could happen after the update officially launches. Kinda stupid though, there really isnt any reason to do that...
thats really stupid :(

45
General Discussion / Re: Steam Pipe
« on: April 24, 2013, 04:57:26 AM »
Shouldnt Hammer still work if you just backup your gcfs and copy the maps to the right location manually after compiling? Cant see why it wouldnt, its not like they are actually changing stuff except for moving files around.
it should not. tf2 loads files diffrent with this update:
tf2 now checks the real data first not the custom Content thats why tf2 now starts faster.
if you now just copy paste files they will not be registered.
we have to see but it should not work anymore.

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