Difference between revisions of "Gibs"
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Image:Gibbed_Horsemann.png|[[Horseless Headless Horsemann]]'s gibs | Image:Gibbed_Horsemann.png|[[Horseless Headless Horsemann]]'s gibs | ||
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Image:Razorback Gibs.png|Broken [[Razorback]] | Image:Razorback Gibs.png|Broken [[Razorback]] | ||
Image:Guitar Gibs.png|Smashed [[Dischord|Guitar]] | Image:Guitar Gibs.png|Smashed [[Dischord|Guitar]] |
Revision as of 18:25, 27 August 2021
“ | Oh, they're gonna have to glue you back together… in Hell!
Click to listen
— The Demoman on postmortem repair-work
|
” |
Gibs, or giblets (/ˈdʒɪbləts/, /ˈɡɪbləts/, pronounced "JIB-lets" or "GIB-lets") refer mainly to the various bloody bits and pieces of a player's body that are left after the player has been killed in a specific manner, often explosive in nature. When a player is gibbed, their body parts may be highlighted on the Deathcam. Additionally, the Horseless Headless Horsemann always drops its own unique gibs on death.
The term gibs also encapsulates debris left by destroyed buildings, stickybombs, Sappers, Razorbacks, Guitars, Robots in Robot Destruction, props, and the fallout from the explosion upon the attacking teams' victory on the final stage of a Payload map. "Gib" can also be used as a verb, e.g. "gibbing" someone, meaning reducing an enemy to gibs by blowing them up with a rocket or grenade.
Players can gib themselves on command by entering explode
into the console (similar to suiciding by entering the kill
command into the console), or by having the command bound to a key. When playing Mann vs. Machine, both players and robots will only gib when forced by either decapitation or the Bombinomicon. However, giant robots will always gib on death, unless they are killed by energy weapons such as the Cow Mangler 5000.
The server setting tf_playergib
can also be used to modify gibbing behavior: when it is set to '0', players will not gib at all, no matter what kills them. When set to '1' (the default setting), gibbing behavior is as normal. Finally, with the setting tf_playergib 2
, players will gib when killed by practically any means - be it a backstab, environmental kill, or Shotgun blast. This does not alter the behaviour of gib-related achievements.
Contents
Causes
Deaths caused by the following can result in the creation of gibs:
- Rockets
- Grenades
- Stickybombs
- Ullapool Caber initial hit explosion
- The Detonator and the Scorch Shot flares explosion
- A killing blow from a critical hit or mini crit with the Apoco-Fists
- A charged shot from the Classic
- Soldier's Kamikaze taunt
- Engineer's Organ Grinder taunt
- Losing a game of the Rock, Paper, Scissors taunt to an enemy player
- Any death with the Bombinomicon equipped
Deaths caused by the following will result in the creation of only the head gib:
- Eyelander
- Scotsman's Skullcutter
- Claidheamh Mòr
- Horseless Headless Horsemann's Headtaker
- Half-Zatoichi
- Nessie's Nine Iron
- Persian Persuader
- Demoman's Decapitation taunt
- A headshot with the Hitman's Heatmaker
- Horseless Headless Horsemann's melee attack
- Merasmus' melee attack
Damage caused by the Vita-Saw, fatal or not, will result in the creation of a generic organ gib. Despite creating gibs, deaths caused by the Vita-Saw will only result in a ragdoll.
A weapon able to create gibs, with the exception of weapons capable of decapitation, will do so if fatal damage equals or surpasses the victim's hitpoints by 10 (a 60 hitpoint damage dealing hit would gib a player with 50 hitpoints remaining, but would not gib one with 51 hitpoints). This rule does not apply if the damage is dealt in the form of critical hits or mini-crits, in which case the victim is guaranteed to be gibbed.
List
Deathcam examples
Class gibs
Robot gibs
Asteroid robot gibs
Asteroid robot gibs
Generic gibs
Silly gibs
Birthday mode servers and censored versions of Team Fortress 2 have completely different types of gibs. They can also be enabled client-side by equipping a Pyrovision-compatible item or with the -sillygibs
launch option.[1]
Building gibs
Destroyed Level 1 Sentry Gun or Combat Mini-Sentry
Destroyed Dispenser
Destroyed Teleporter
Broken Electro Sapper
Broken Red-Tape Recorder
Projectile gibs
Destroyed Arrow
Destroyed Festive Arrow
Destroyed Repair Claw
Destroyed Stickybomb
Miscellaneous gibs
Horseless Headless Horsemann's gibs
Broken Razorback
Smashed Guitar
Related achievements
Soldier
|
|
Engineer
|
Sniper
|
Update history
- Updated explosion debris to be a bit darker.
- [Undocumented] Scouts now have a 1 out of 20 chance of having a flying dove spawn when killed via gibbing.
- Fixed a bug that would cause team-painted wearable gibs to show an incorrect color.
- Fixed a client crash related to breakables/gibs.
- Fixed decapitations creating head gibs in Low Violence and Pyrovision.
Bugs
- Notification boxes that label the body part appear on censored gibs, even in the censored versions of Team Fortress 2.
- The Engineer's right hand gib will always be his glove, even when the Gunslinger or Short Circuit is equipped.
- Gibs, like the ÜberCharge textures, with the exception of the Soldier's on BLU, do not show the class' final designs. For example, a gibbed Scout has a different shoe design and his socks have stripes.
- If a player is wearing a Voodoo-Cursed Soul, they will not be gibbed regardless being hit with a direct explosive, or even the command:
explode
, but instead be launched from the position from where they were hit.
Trivia
- When a Scout is gibbed, there is a 1 out of 20 chance that a dove will fly out of his body. This is a reference to the Meet the Medic video where at the end the Scout realizes Archimedes is stuck in his chest.
- The gibs appear to be based on earlier versions of the game's player models, as seen in Trailer 1 and Trailer 2. This is clear when looking closely at the models' faces, which were reworked to be more detailed, but there are also some design changes that were never corrected:
- The Scout's design is based on his Trailer 2 variant, as evidenced by the Cream Spirit headset, the differently designed shoes, and the stripes on his socks.
- The Pyro's oxygen tank and gloves are a uniform colour (dark grey and black for Red, yellow and brown-black for Blu). The Red version of this design could be seen in Illustrative Rendering in Team Fortress 2, and the Blu version in Trailer 2.
- The Demoman's class emblem is missing from his right arm, and the grenades he wears are all grey apart from the Cream Spirit tip. This matches his design in Trailer 2.
- The Heavy's class emblem is a skull and crossbones on Red and blank on Blu. His hand is missing its glove, which matches his design as shown in Trailer 2.
- The Engineer's class emblem is missing on Blu, and a textured-on button is present on one of his pockets, matching his Trailer 2 design. His overalls are also mainly textured on instead of being fully modelled.
- The Medic has a streak of grey hair around the back and sides of his head, which matches his design as shown in the Orange Box trailer.
- The Sniper's vest is light grey with darker shoulders, his hat has a thinner band, his watch is darker and he has no class emblems on his shoulders. His face is also somewhat different, with no AO from his glasses, and a redder nose. All of these details match the Sniper's appearance in Trailer 1.
- The Spy's suit and balaclava are darker and more washed-out than their current design, with team-colored armbands and a striped tie. The Red version of this design could be seen in Trailer 1, and the Blu version in Trailer 2.
- The license plate silly gib has a registration sticker date of 1964, being one of few in-game items to give the events of the game a time span. However, the gib's color, format, and number specifically reference the 1978 Wyoming plate. No Wyoming county has the prefix number 24.
- The Combat Mini-Sentry deployed by Gunslinger Engineers uses the same gibs as a destroyed Level 1 Sentry Gun, they are just sized down.
See also
Notes
- ↑ To edit the launch options of Team Fortress 2, launch Steam, navigate to the "Library" tab (in "Detail View"), right-click "Team Fortress 2," select "Properties," and click "Set launch options…" From here, you can enter launch options in the window, separated by spaces. Afterward entering your preferred launch options, click "OK" and then "Close" to close the Team Fortress 2 properties and apply the changes.