Difference between revisions of "Talk:Advanced Weaponiser"

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(Do the creators of this mod read this page?: new section)
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Hey, I made the original stats for one of the weapons (Unnatural Selector to be precise) under the name "Squidward Testicles" and I was wondering if I could please get credit as the idea creator. [http://mechatheslag.net/gaming/Thread-Weapons-of-the-Month-September Proof.] Thanks. [[File:Killicon_maul.png|40px]] [[User:Bruss48|<span style="color:black;">'''Bruss48'''</span>]] <sub>([[User talk:Bruss48|T]] | [[Special:Contributions/Bruss48|C]])</sub> [[File:Killicon_maul.png|40px]] 18:29, 20 November 2014 (PST)
 
Hey, I made the original stats for one of the weapons (Unnatural Selector to be precise) under the name "Squidward Testicles" and I was wondering if I could please get credit as the idea creator. [http://mechatheslag.net/gaming/Thread-Weapons-of-the-Month-September Proof.] Thanks. [[File:Killicon_maul.png|40px]] [[User:Bruss48|<span style="color:black;">'''Bruss48'''</span>]] <sub>([[User talk:Bruss48|T]] | [[Special:Contributions/Bruss48|C]])</sub> [[File:Killicon_maul.png|40px]] 18:29, 20 November 2014 (PST)
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== Do the creators of this mod read this page? ==
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I have a killer idea for a [[Medic]] primary weapon. I call it the Panzer Pinshooter. Its primary feature is re-enabling the patched-out needle jump exploit as a legitimate feature, granting the Medic extra mobility to keep up with his more mobile teammates such as the [[Scout]], [[Soldier]], and [[Demoman]], as well as make daring escapes. Though, on the other hand, since the Medic is using his syringe gun to emulate the advanced jumps of those other classes, he can't heal and pseudo-fly at the same time, and his boosted jump is limited by the number of needles in his clip. Speaking of which, the weapon may or may not have an enhanced clip size (I think about 50% more would be appropriate), but not necessarily a max ammo increase, to facilitate needle jumping. Needle jumping would be more flexible than rocket jumping or sticky jumping in that the Medic could successfully pull it off even if several feet above the ground, and even hover somewhat, but wouldn't gain height as quickly as a rocket jump or sticky jump. As for the downsides, I have three ideas — reduced damage, reduced running speed, and reduced max health. These could be implemented in any combination — I think up to 20% less damage per syringe, 10% less speed (i.e. from 107% to 97%, same as the Demoman), or up to 30 less health (from 150 to 120) would be appropriate. I'd like to know what the community thinks of this concept — sadly, I don't have the game or Steam Workshop, so I can't try it myself. --[[User:Luigifan|Luigifan]] ([[User talk:Luigifan|talk]]) 21:04, 24 April 2018 (UTC)

Revision as of 21:04, 24 April 2018

Marking as 'Broken'

Unlike VS Saxton Hale, Advanced Weaponiser has been modified to cope with the new changes, and runs perfectly fine with the invisible models as a sidenote bug. Please refrain from marking it as broken, as it isn't. Mecha the Slag 00:19, 16 April 2011 (UTC)

Code

Mecha, did I ever give you the remove targe/razorback/shield/gunboats code? Also, I think I have a visible weapon native now :D -FlaminSarge 03:31, 13 December 2010 (UTC)

Sorry for the triple table-edit being separate. I edited each through its section edit button, so it wouldn't lemme do all three at once and I was too lazy to go back and do it. -FlaminSarge 07:49, 17 December 2010 (UTC)

Weapon Icons

Where are the icons that are there when you inspect? Couldn't those be used?--Jordan 01:04, 8 December 2010 (UTC)

Wow, new icons are great.--Jordan 02:19, 8 December 2010 (UTC)

Grave Yard

Some weapons and/or models get deleted or are not used, should there be a scetion on those? A good example would be the "Revolin' Revolver."

Support. Also, some weapons have other stats now, and we need info about the treasure hunt right thereTeh catteth 16:07, 8 March 2011 (UTC)

Matador

we need a new picture for the matador.it doesnt look like that in game. its a nuke rocket laucher. so can someone help me out.~awesomesauce~ 04:59, 28 January 2011 (UTC)Awesomesauce

I happened to have the model on hand as I was using it on my server as a custom worldmodel-using weapon for Donators. I'll see if I can grab a clean screenshot of it. 404 User Not Found 17:02, 8 March 2011 (UTC)
Sorry for not getting a screenshot for awhile. I've been busy with my server. I will have an image up hopefully sometime tomorrow. 404 User Not Found 05:40, 20 March 2011 (UTC)

Possibly Wrong Trivia

"So far, three Weaponiser items have had certain aspects officially added to the game: (...) the Rainman's model was used for the Loch-n-Load. (...)."

The Rainmans model dosnt look like the one for the Loch-n-Load, may that part of the trivia be deleted? Also, the Detonator, wich is being tested in the BETA, uses stats based on the Fire Cannon. -User:El pesca-


Old story

The page was not updated for a long time, there is no information about promotionals!

There also appear to be no updates for the newer weapons which were placed in the Advanced Weaponizer Mod recently, such as the Firkin Flamer. Someone please rectify this matter. Airrider 6 June 2011, 19:21 PM (EST)

Can you send me images of these newimges and i will put them in. THE3STOOGES 23:44, 6 June 2011 (UTC)

Table issues

I'm sure I'm not the only person to notice this, but in the Treasure Hunt Weapon & Removed Weapon sections, the tables are missing the bottom lines, and are seemingly cut off. I can't seem to fix it. If anyone knows how to fix it, please take a crack at it. Thanks! 404 User Not Found 16:46, 22 March 2011 (UTC)

Possible bug with the Heart Opener

I've noticed that when a disguised Spy backstabs someone with the Heart Opener, he/she will hold the Heart Opener in his/her hand while disguised. I'm pretty sure it's a bug, but I wanted to make sure. I'll go ahead and add it to the page; feel free to remove it if necessary. -- Noodlebrain 00:13, 10 April 2011 (UTC)

expansion

can we add the kill icons for this mod? or try to expand?снайпер 18:59, 21 May 2011 (UTC)

Most of them do have kill icons already. Leaderboard class soldier.pngJust a Gigolo - (talk) 19:01, 21 May 2011 (UTC)

so thats put it the weapon info boxes снайпер 20:27, 21 May 2011 (UTC)

More Pictures and Info

I was updating the weapon info, and I was wondering, where did you guys find who the model makers and programers were? I was also wondering where you found the high-res weapon images? I looked through the Advanced Weaponiser Directory (team fortress 2\tf\materials\advancedweaponiser) and couldn't find them, but then again I am fairly new to this and could use some help. Thanks! axfty 01:08, 8 June 2011 (UTC)

Most of them were taken ingame or with the Model Viewer. I however took ingame screenshots of the Matador, Pegasus Boots, Lethal Injection and Celtic King ingame on a "model preview" map I created in Hammer. I simply set all my "video" settings to as high as they could go, then grabbed a good screenshot of them. 404 User Not Found 04:40, 9 June 2011 (UTC)

RE: More pictures

I've just joined the SLAG Gaming "Advanced Weaponiser" server (for the first time in ages). Once I've finished downloading all the models/materials for the weapons, I'll grab proper screenshots for the Firkin' Flamer, the Traitor's Finale, the Stab-n-Away and the Great Escape. 404 User Not Found 11:24, 12 June 2011 (UTC)

Alright, so I managed to get screenshots of the Traitor's Finale, and the Firkin' Flamer. However, there doesn't appear to be ingame models for the Stab-n-Away yet, and the only models for the Great Escape was a view model of the watch on a Spy's arm which made getting a screenshot of it very hard. I also managed to get a screenshot of The Chains of Command and I've already added in the stats for it. Essentially, all we need is an image of the Stab-n-Away and the Great Escape. 404 User Not Found 12:24, 12 June 2011 (UTC)

Isn't this cheating?

Or do you only get the weapons in pre-apporved servers? Jabberwock xeno 17:33, 26 June 2011 (PDT)

These aren't actual weapons in your backpack. These are just "on-the-particular-server" weapons. 404 User Not Found 18:55, 26 June 2011 (PDT)

Killer7 Allusion!

The removed Spy weapon, The Bloody Hurtland, seems to be an allusion to a title for a video game character in the Gamecube title, "Killer7".

... Unfortunately, whenever I try to add that fact in the "Trivia" section, as well as a URL to accompany it, the message just... dissapears. Anyone care to put this in for me?

I removed it whenever you added it, and told you why in the notes. Any relation to the character Bloody HEARTland is just speculation. Speculation doesn't belong in the article. I implore you read the article I linked you to on your talk page. Maybe it's a pun on the guys name, but what evidence do you have to support it? If you get a shot of Snake or Lei Lei saying they based the model on Dan Smith's Colt Python .357 revolver, yeah, okay. If you get a shot of Slag saying "Yeah, it's named after that guy", then yeah. Total trivia. But for now, it's not the case. SilverHammer 18:25, 4 July 2011 (PDT)

Viper Snake here. I did in fact name the bloody hurtland after Emir Parkreiner's title as "the bloody heartland" from killer7. Also, the model itself was made to look very similar to the Handcannon from Resident Evil 4. In RE4, when Leon equips the Handcannon he holds it over his shoulder as a killer7 reference to Dan Smith's pose. VS 15:15, 1 August 2011 (PDT)

Missing Weapons

I know 2 weapons that aren't on the removed weapons list but I need more infos about it to add it.

Class Weapon Kill Icon Authors Notes / Special Abilities
Leaderboard class pyro.png
Pyro
Aw-Firecannone.png

Secondary
HookMe

Mecha the Slag (Script)

Nirrti (Model & Texture)

Pictogram plus.png On Hit: Pulls you towards target???

Leaderboard class spy.png
Spy
Bloody Hurtland's Model???

Primary
Great Escape

Killicon skull.png N/A

Pictogram info.png  N/A

SuperMario12 19:55, 4 July 2011 (PDT)

Has The Great Slag Treasure Hunt Ended?

It is my understanding that the The Great Slag Treasure Hunt is over and the weapons are no longer obtainable. Is this correct? If so the page should be changed to reflect that.--Jordan 07:52, 21 July 2011 (PDT)

"Basic Advanced Weaponizer Strategy" and "Community Advanced Weaponizer Strategy"

I know, I'm a strategy nerd. But it seems that since some of these have attributes that don't seem to be changing any time soon, wouldn't it make sence to make a strategy page for them? I'll make the Basic page, but I'm not good with the Community pages, so if someone whats to work on that while I do the Basic page, that'd be great. But I wanna make sure it's a good idea. So? Support? ShadowGlove 14:29, 30 August 2011 (PDT)

OSX Bug

i use osx and i think the bug appeared in 2.00 where you cant use weapons or find them or you will crash.Milte345 18:28, 31 August 2011 (PDT)

Damage and Function Times of Weapons

I think we need to include damage and function times of the weapons in Advenced Weaponiser. Trainguy111 05:29, 9 October 2011 (PDT)

I don't think so. Mecha changes the weapon attributes and such so randomly that it'd be hard to keep this thing up to date with all the damage values and function times that get changed. 404: User Not Found (talk) 12:13, 9 October 2011 (PDT)

Links need updating

With the relevant site suspended, we need working links or better descriptions here rather than relying on links. (Perhaps include a working dl link if there is one?) I, unfortunately don't know any links. TheLeadButtocks 01:29, 12 October 2011 (PDT)

There are none. Just wait until Mecha gets back from wherever he is. 404: User Not Found (talk) 10:09, 12 October 2011 (PDT)
Okay. Best to check nonetheless in my book TheLeadButtocks 12:01, 12 October 2011 (PDT)
Indeed! Just figured I'd let you know that Mecha was away. He is back now, so hopefully the forums and his site will be restored. 404: User Not Found (talk) 12:54, 12 October 2011 (PDT)
So Mecha is back now, and he's fixed the site issues. However, the loadout viewer is currently not displaying attributes for anything. If you're having issues viewing the site (like it's giving you a 403 error), run Command Prompt (cmd.exe) as Administrator, and type in "ipconfig /flushdns". Mecha told me to do that because I couldn't view the site/forums due to 403 errors, and flushing the DNS fixed the issues. 404: User Not Found (talk) 15:45, 12 October 2011 (PDT)

Skins

Currently there are a few skins in Advanced Weaponiser, so should we mention them? Damian0358 02:38, 15 November 2011 (PST)

No, as they are part of the SLAG Shop system and are usable on every SLAG server (dunno if they work on the Parkour Fortress server) and do not have anything to do with Advanced Weaponiser. I asked Mecha about this myself about a week ago, he said that they shouldn't be added as they aren't AW-specific. So to reiterate, no. 404: User Not Found (talk) 12:49, 14 November 2011 (PST)
Thank you for answering my question! Damian0358 02:38, 15 November 2011 (PST)

Credit for original weapon ideas

Hey, I made the original stats for one of the weapons (Unnatural Selector to be precise) under the name "Squidward Testicles" and I was wondering if I could please get credit as the idea creator. Proof. Thanks. Killicon maul.png Bruss48 (T | C) Killicon maul.png 18:29, 20 November 2014 (PST)

Do the creators of this mod read this page?

I have a killer idea for a Medic primary weapon. I call it the Panzer Pinshooter. Its primary feature is re-enabling the patched-out needle jump exploit as a legitimate feature, granting the Medic extra mobility to keep up with his more mobile teammates such as the Scout, Soldier, and Demoman, as well as make daring escapes. Though, on the other hand, since the Medic is using his syringe gun to emulate the advanced jumps of those other classes, he can't heal and pseudo-fly at the same time, and his boosted jump is limited by the number of needles in his clip. Speaking of which, the weapon may or may not have an enhanced clip size (I think about 50% more would be appropriate), but not necessarily a max ammo increase, to facilitate needle jumping. Needle jumping would be more flexible than rocket jumping or sticky jumping in that the Medic could successfully pull it off even if several feet above the ground, and even hover somewhat, but wouldn't gain height as quickly as a rocket jump or sticky jump. As for the downsides, I have three ideas — reduced damage, reduced running speed, and reduced max health. These could be implemented in any combination — I think up to 20% less damage per syringe, 10% less speed (i.e. from 107% to 97%, same as the Demoman), or up to 30 less health (from 150 to 120) would be appropriate. I'd like to know what the community thinks of this concept — sadly, I don't have the game or Steam Workshop, so I can't try it myself. --Luigifan (talk) 21:04, 24 April 2018 (UTC)