User:Mediarch/Demonstration Notes and Setups

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Weapon Damage Comparison

I use this for damage comparisons. This spawns a heavy on the back wall by the garage door. I got sick of putting each command in console manually every time so I combined them into one .cfg file to do all the work for me.

r_cleardecals

alias "spawnheavytargetdummy" "kick Heavy; wait 100; bot -team red -class Heavy -name Heavy; wait 200; bot_teleport "Heavy" 1516 -785 75 0 180 0.000000"

alias "repositionfordamagecomparison" "setpos -7.145432 -981.363403 65.031311;setang 7.041880 -0.266271 0.000000; wait 100; setpos 1441.636475 -788.533997 75.031319;setang 7.353416 -0.219688 0.000000"

wait 10; spawnheavytargetdummy; wait 10;impulse 101

wait 10; repositionfordamagecomparison; wait 10; say "!clear"

Explanation

r_cleardecals

removes blood and marks on the wall and stuff

alias "spawnheavytargetdummy"

This kicks any previous "Heavy" bots and places him at the back wall. We kick the heavy so it removes his dropped weapon and so we don't get a domination against the bot

alias "repositionfordamagecomparison"

This teleports you to the starting box and then moves you into position by the heavy. The teleport to the box is a safety thing. If you are outside by the wiki cap and teleport directly inside by the heavy you will have the "outdoor" sounds. Teleporting to the starting box and then teleporting to the heavy just ensures that you will have the correct sounds playing.

impulse 101

This refills your health and ammo.

Movement Speed Comparison

When showing movement speed I use this starting position and walk straight forward towards the garage. It's just one line but I also have this setup as a cfg because it's easier than trying to remember or copy-pasting the positions everytime. Once again, like with the damage comparison script from up there^, we teleport to the spawn box first so you have the right sounds

setpos -7.145432 -981.363403 65.031311;setang 7.041880 -0.266271 0.000000; wait 100;setpos -84 -788.8 75;setang 0 0 0.000000

Other

Spy bots won't sap engineer buildings unless they have a "builder" assigned to them. If you just spawn a dispenser via ent_create obj_dispenser teamnum 2 defaultupgrade 2 the spy will just stare at the dispenser

To get a sap-able building you need to make an engineer bot build it. Here's an example with a friendly engineer that I used for the Maul/Homewrecker demo.

bot -team blu -class Engineer -name "Friendly Engineer"

bot_teleport "Friendly Engineer" 367 -981 68 50 0 0.000000

bot_command "Friendly Engineer" build 0

then use F to make the engineer swing his wrench and level up the building

To Do

  • Make this page not so ugly so other people can read it without suffering
  • Make a better config for demonstrating partner taunts. What I have currently works but it's kind of a pain.

Closing

If you made it this far and actually read all that garbage you should listen to Brass Monkey by the Beastie Boys, that song is a certified banger.

Ring Notes