Difference between revisions of "User:GrampaSwood/DFT"
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This project's main goal is to standardise the '''D'''amage and '''F'''unction '''T'''imes between pages. The following pages feature a weapon's damage and function times: | This project's main goal is to standardise the '''D'''amage and '''F'''unction '''T'''imes between pages. The following pages feature a weapon's damage and function times: | ||
* Individual weapon page | * Individual weapon page | ||
Line 11: | Line 9: | ||
For example, if the [[Shotgun]] page says the reload speed for Heavy is 0.87 s for the first reload, but the [[Family Business]] mentions it being 1.0 s. Check the Family Business' attributes (through the {{code|items_game.txt}}), check the Bugs section, and the intro section. If none of these mention a lower reload speed, then the reload speed values for the Shotgun will be taken. | For example, if the [[Shotgun]] page says the reload speed for Heavy is 0.87 s for the first reload, but the [[Family Business]] mentions it being 1.0 s. Check the Family Business' attributes (through the {{code|items_game.txt}}), check the Bugs section, and the intro section. If none of these mention a lower reload speed, then the reload speed values for the Shotgun will be taken. | ||
− | It's highly likely that I will be recording some videos to determine attack intervals, reload speeds, etc. These videos will be recorded at 60 FPS on [[ | + | It's highly likely that I will be recording some videos to determine attack intervals, reload speeds, etc. These videos will be recorded at 60 FPS on [[2Fort]] and have a frame counter at the bottom, divide this counter by 60 at the end and you have the accurate amount of seconds it takes. I will be posting these reference videos on each individual page, but they will not be anywhere on mainspace articles. |
+ | |||
+ | For the sake of simplicity, I will round the number to the nearest double digits, unless somehow relevant. For example, [[Flame Thrower#Damage and function times|4.3875 per tick]] is unnecessarily precise. The Wiki is for documenting ''Team Fortress 2'', but it's not here for extreme technical precision ''at the cost of readability''. | ||
+ | |||
+ | == Recreating it yourself == | ||
+ | First off, {{code|sv_cheats 1}}, {{code|hud_damagemeter 1}}, and {{code|mp_teams_unbalance_limit 0}} in console. {{code|tf_use_fixed_weaponspreads 1}} and {{code|tf_weapon_criticals 0}} for the most consistent results. | ||
+ | === Medium range === | ||
+ | The medium range calculations are based on the following situation: | ||
+ | * Go to [[2Fort]], join BLU. | ||
+ | * Spawn a bot using {{code|bot -class Scout -team RED -targetdummy -name Scout}}. | ||
+ | * {{code|bot_teleport Scout -185 -1450 290 2.022646 179.384399 0.000000}}. | ||
+ | * Teleport yourself to {{code|setpos -886 -1450 297;setang 1.658607 -0.320244 0.000000}} | ||
+ | |||
+ | === Long range === | ||
+ | The long range calculations are based on the following situation: | ||
+ | * Go to 2Fort, join BLU. | ||
+ | * Spawn a bot using {{code|bot -class Scout -team RED -targetdummy -name "Scout 2"}}. | ||
+ | * {{code|bot_teleport "Scout 2" -246.606628 1127.968750 321.031311 0.685417 -90.254784 0.000000}} | ||
+ | * Teleport yourself to {{code|setpos -211 -1127 321;setang 0.417809 90.846268 0.000000}} | ||
+ | |||
+ | === All in one === | ||
+ | <pre> | ||
+ | sv_cheats 1; | ||
+ | hud_damagemeter 1; | ||
+ | mp_teams_unbalance_limit 0; | ||
+ | tf_use_fixed_weaponspreads 1; | ||
+ | tf_weapon_criticals 0; | ||
+ | tf_debug_damage 1; | ||
+ | bot -class Scout -team RED -targetdummy -name Scout; | ||
+ | bot -class Scout -team RED -targetdummy -name "Scout 2"; | ||
+ | </pre> | ||
+ | <pre> | ||
+ | bot_teleport Scout -185 -1450 290 2.022646 179.384399 0.000000; | ||
+ | bot_teleport "Scout 2" -246.606628 1127.968750 321.031311 0.685417 -90.254784 0.000000; | ||
+ | </pre> | ||
+ | |||
+ | === Other useful commands === | ||
+ | * Crit boost: {{code|addcond 11}} | ||
+ | * Mini-Crit boost: {{code|addcond 16}} | ||
+ | * Noclip: {{code|bind n noclip}} | ||
+ | * Clear decals & refresh health/ammo: {{code|bind "j" "impulse 101;r_cleardecals"}} | ||
+ | * See individual damage numbers: {{code|hud_combattext_batching 0}} | ||
− | + | == Subpages == | |
− | * | + | * Scout |
** [[User:GrampaSwood/DFT/Scout/Primary]] | ** [[User:GrampaSwood/DFT/Scout/Primary]] | ||
** [[User:GrampaSwood/DFT/Scout/Secondary]] | ** [[User:GrampaSwood/DFT/Scout/Secondary]] | ||
** [[User:GrampaSwood/DFT/Scout/Melee]] | ** [[User:GrampaSwood/DFT/Scout/Melee]] | ||
+ | * Soldier | ||
+ | ** [[User:GrampaSwood/DFT/Soldier/Primary]] | ||
+ | ** [[User:GrampaSwood/DFT/Soldier/Secondary]] | ||
+ | ** [[User:GrampaSwood/DFT/Soldier/Melee]] |
Latest revision as of 13:39, 29 August 2024
This project's main goal is to standardise the Damage and Function Times between pages. The following pages feature a weapon's damage and function times:
- Individual weapon page
- Class page
- Community strategy
- Weapons page
These values gathered here will eventually be transferred to a Dictionary entry, but this will simply serve as a basis. If the weapon's attributes, bugs section, and intro do not mention a hidden attribute, the stats will only be based on the those of the Stock variant.
For example, if the Shotgun page says the reload speed for Heavy is 0.87 s for the first reload, but the Family Business mentions it being 1.0 s. Check the Family Business' attributes (through the items_game.txt
), check the Bugs section, and the intro section. If none of these mention a lower reload speed, then the reload speed values for the Shotgun will be taken.
It's highly likely that I will be recording some videos to determine attack intervals, reload speeds, etc. These videos will be recorded at 60 FPS on 2Fort and have a frame counter at the bottom, divide this counter by 60 at the end and you have the accurate amount of seconds it takes. I will be posting these reference videos on each individual page, but they will not be anywhere on mainspace articles.
For the sake of simplicity, I will round the number to the nearest double digits, unless somehow relevant. For example, 4.3875 per tick is unnecessarily precise. The Wiki is for documenting Team Fortress 2, but it's not here for extreme technical precision at the cost of readability.
Contents
Recreating it yourself
First off, sv_cheats 1
, hud_damagemeter 1
, and mp_teams_unbalance_limit 0
in console. tf_use_fixed_weaponspreads 1
and tf_weapon_criticals 0
for the most consistent results.
Medium range
The medium range calculations are based on the following situation:
- Go to 2Fort, join BLU.
- Spawn a bot using
bot -class Scout -team RED -targetdummy -name Scout
. bot_teleport Scout -185 -1450 290 2.022646 179.384399 0.000000
.- Teleport yourself to
setpos -886 -1450 297;setang 1.658607 -0.320244 0.000000
Long range
The long range calculations are based on the following situation:
- Go to 2Fort, join BLU.
- Spawn a bot using
bot -class Scout -team RED -targetdummy -name "Scout 2"
. bot_teleport "Scout 2" -246.606628 1127.968750 321.031311 0.685417 -90.254784 0.000000
- Teleport yourself to
setpos -211 -1127 321;setang 0.417809 90.846268 0.000000
All in one
sv_cheats 1; hud_damagemeter 1; mp_teams_unbalance_limit 0; tf_use_fixed_weaponspreads 1; tf_weapon_criticals 0; tf_debug_damage 1; bot -class Scout -team RED -targetdummy -name Scout; bot -class Scout -team RED -targetdummy -name "Scout 2";
bot_teleport Scout -185 -1450 290 2.022646 179.384399 0.000000; bot_teleport "Scout 2" -246.606628 1127.968750 321.031311 0.685417 -90.254784 0.000000;
Other useful commands
- Crit boost:
addcond 11
- Mini-Crit boost:
addcond 16
- Noclip:
bind n noclip
- Clear decals & refresh health/ammo:
bind "j" "impulse 101;r_cleardecals"
- See individual damage numbers:
hud_combattext_batching 0