Difference between revisions of "Bodygroup"
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| Mask | | Mask | ||
| [[Disguise Kit]]. | | [[Disguise Kit]]. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | == Weapon Specific Bodygroups == | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Group Name | ||
+ | ! class="header" | Use | ||
+ | |- | ||
+ | ! {{Table icon|Flare Gun}} | ||
+ | | Shell | ||
+ | | The projectile | ||
+ | |- | ||
+ | ! {{Table icon|Detonator}} | ||
+ | | Shell | ||
+ | | The projectile | ||
+ | |- | ||
+ | ! {{Table icon|Grenade Launcher}} | ||
+ | | Reload | ||
+ | | The projectile | ||
+ | |- | ||
+ | ! {{Table icon|Loch-n-Load}} | ||
+ | | Reload | ||
+ | | The projectile | ||
+ | |- | ||
+ | ! {{Table icon|Bottle}} | ||
+ | | bottle | ||
+ | | When it breaks | ||
+ | |- | ||
+ | ! {{Table icon|Sandvich}} | ||
+ | | Bite | ||
+ | | To add a bite mark | ||
+ | |- | ||
+ | ! {{Table icon|Dalokohs Bar}} | ||
+ | | Bite | ||
+ | | To add a bite mark | ||
+ | |- | ||
+ | ! {{Table icon|Medi Gun}} | ||
+ | | hose | ||
+ | | Used to attach the [[Kritzkreig]] | ||
+ | |- | ||
+ | ! {{Table icon|Huntsman}} | ||
+ | | Arrow | ||
+ | | The projectile | ||
|- | |- | ||
|} | |} |
Revision as of 18:43, 31 August 2011
Bodygroups are a feature of the Source Engine that allow a model to turn off certain areas, which enables for new, seperate models to take their place. Bodygroups do not alter hitboxes, they are merely a cosmetic feature. Bodygroups are used frequently on several items in Team Fortress 2 to add or take away from player and weapon models when needed. Bodygroups are also the primary factor that allows for hats to be equipped on most classes.
Contents
Player Models and Bodygroups
Class | Locations | Used by |
---|---|---|
Scout | Hat | All hats, except Batter's Helmet |
Headset | All hats, except Batter's Helmet | |
Shoes and socks | Essential Accessories and Flip-Flops | |
Dogtags | Sign of the Wolf's School | |
Soldier | Hat | All Hats, except Soldier's Stash and Exquisite Rack |
Grenades | Lumbricus Lid (Grenades) | |
Medal | Many Miscellaneous items | |
Pyro | Head | Foster's Facade |
Grenades | Stockbroker's Scarf | |
Demoman | "Smile" | Grenade Launcher taunt |
Shoes | Ali Baba's Wee Booties | |
Heavy | Hands | Killing Gloves of Boxing, Gloves of Running Urgently and Fists of Steel. |
Engineer | Hat | All Hats except Mining Light and Industrial Festivizer. |
Right Arm | Gunslinger and Short Circuit. | |
Medic | Backpack | Quick-Fix. |
Sniper | Arrows | Huntsman. |
Hat | All Hats, except the Trophy Belt. | |
Bullets | Sydney Sleeper | |
Spy | Mask | Disguise Kit. |
Weapon Specific Bodygroups
Weapon | Group Name | Use |
---|---|---|
Flare Gun |
Shell | The projectile |
Detonator |
Shell | The projectile |
Grenade Launcher |
Reload | The projectile |
Loch-n-Load |
Reload | The projectile |
Bottle |
bottle | When it breaks |
Sandvich |
Bite | To add a bite mark |
Dalokohs Bar |
Bite | To add a bite mark |
Medi Gun |
hose | Used to attach the Kritzkreig |
Huntsman |
Arrow | The projectile |
Bugs
- Items that turn off specific bodygroups will not cast a shadow.
- Occasionally, bodygroups will disappear, leaving empty space on the model.
- Occasionally, items will fail to turn off the default bodygroup, leading to the original group clipping into the replacement model.
Update history
- When the table is done I'll fill this in.
External links
- $bodygroup on the Valve Developer Community – technical explanation of
$bodygroup