User talk:Randomname90001

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Hello, Randomname90001!

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-- WelcomeBOT (talk) 05:12, 27 February 2024 (UTC)

Code edits

Hi there,

Do you happen to know where the code for attributes is stored?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:23, 11 June 2024 (UTC)


The code for attributes isn't really in one place, "game/shared/econ/attribute_manager.cpp" has information about how they are applied, specifically at line 580, but most are found in weapon and player code, along with their functionality. "game/shared/tf/tf_weaponbase.cpp" has most of the non-weapon class specific attributes, like-wise "game/shared/tf/tf_player_shared.cpp" has a lot of the player attributes.
Randomname90001 (talk) 18:36, 11 June 2024 (UTC)

Thank you, I noticed for some weapons they're in the .cpp for the base weapon, but when I looked for the boost-on-kill attribute for the Big Earner it wasn't present in the knife .cpp. I'll take a look in those files.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:47, 11 June 2024 (UTC)

Unusual percentage

Hey, currently the Unusual page says that there is a less than 1% chance of obtaining an Unusual quality item through crates and cases. With the tooltip saying it's roughly 0.66% or 1/150. Would it be possible to verify the actual chance of an unusual via the source code? The source given for the 0.66% chance is an analysis of unboxings from 2013. Would be nice to have an actual concrete source if possible. You seem pretty good at digging through the code so I figured I'd ask you. Mediarch User Mediarch PFP.pngTalkMy Edits 13:40, 2 July 2024 (UTC)

It is not, this code is not included in the 2020 leak.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:40, 2 July 2024 (UTC)
Darn Mediarch User Mediarch PFP.pngTalkMy Edits 13:43, 2 July 2024 (UTC)

I see you added a section in your sandbox but I am stupid and can't see where you're getting the 1 in 215 from. The comment only says one out of this many and I don't see anything in the schema relating to the mentioned crates that would give information about unusual rates. Jh34ghu43gu (talk) 10:43, 10 July 2024 (UTC)

First thing, I put the wrong crate, should've been Director's Cut Reel, not Audition Reel, my apologies. I probably should've specified what lines they are found at in the schema in my original edit, but they are found at line 184420 for the Mann Co. Stockpile Crate, and 184718 for the Mann Co. Director's Cut Reel. The comment says that the chance is one out of the attribute's ("random drop line item unusual chance") value, so that's where I got that from, with the attribute's value being 215 in the item schema. Randomname90001 (talk) 18:21, 10 July 2024 (UTC)

Endless mode MvM

Hi there,

Does this mode still function when enabled?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:54, 11 July 2024 (UTC)

Yes, but it can't be enabled normally through the developer console and has to be done with SourceMod or the SetValue() function in VScript. Scratch what I said about it not being possible through dev console, use the command script Convars.SetValue("tf_mvm_endless_force_on", 1) in the console and it should work.
Randomname90001 (talk) 17:55, 11 July 2024 (UTC)
Alright, thank you. Though trying it just now in my own game didn't work. Do you think you could show a video on an unmodded server that allows this to work?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:12, 11 July 2024 (UTC)
Here's the video: https://youtu.be/3H9edEw_N8M ; the start shows me setting it up and playing through the first and second wave (first wave is the mission's normal wave.) From testing, it doesn't appear that the random attributes work, but I don't know if this is caused by not having the file the code references for those upgrades, or if the functionality has just been removed.Randomname90001 (talk) 18:39, 11 July 2024 (UTC)