We primarily consider the original lore from to be the primary basis of our lore. Pyroland is retconned within Team Fortress 2 Classic As for our own lore, any official canon would be given out through Maps, Voice-lines, Shorts, Update Pages and our own blog posts.
Will there be a competitive side to TF2Classic? Not officially. We see Team Fortress 2 Classic as a purely casual mod. We do however have support for Highlander.
Yes, we have TFBots which are completely reverse-engineered. Is there Linux and Mac support? There is Linux support, as it's included with all downloads of the mod.
As for Mac support, within the recent few years, 32bit has been unsupported, leaving us in a situation where it's hard to allow for support. Will there be more updates after this one? They won't take as long. Will there be more gamemodes after this update? Yes, we have a lot of gamemodes planned for the future. Will there be public betas in the future? It's possible, but no promises. Another brand new gamemode just made it's way into this update, like an outlaw ready to stir up trouble in an old-time saloon.
Luckily for you, this gamemode doesn't involve saloons or outlaws: Domination! A new mode, where the score is your primary objective, and you'll need to hold down as many Control Points as you can if you want to try to win against the other team s! Previously introduced in 1. Now stop looking at us, and go look at Day Three of our Update Page! We're almost there folks, just one more day! Click Here to read Day 3! What a fine day to be announcing our new guns Hey, let go!
You'll get your grubby hands on them when they're good and ready! Sheesh, you people are shaky Bring up the word gun and everyone's ready to blow each-others brains out. Luckily for you, that's how we want you.
Yes, you heard us right, GUNS , when's the last time you've seen one of those? They tell us you've been waiting years for some new weapons, and by your drug-addiction-like shaking, we probably shouldn't be surprised. Yes-sir, we don't have but one Now, a majority of these weapons are re-balanced from our previously public build, but to you all, they should all feel like brand new weapons! And that's not to gloss over the NEW new weapons, of which you can have a gander at Click Here to read Day 2!
Also, we don't have charts for Normal or Easy, but we lowered the scroll speed. German Camel Joined 8mo ago. German Camel. URL to post:. BshB Joined 3y ago. HollowLucario19 Joined 7mo ago. Artsu kamikira Joined 8mo ago. Artsu kamikira. Rokc Joined 5mo ago. It is possible to bind a key to toggle a command which would otherwise be a press and hold command. This script will cause a press of W to keep the player moving forward until W is pressed again. It is possible to create a script where pressing one button while another is held down will change the action of the first button.
At this point, the script will mean that every time E is pressed, the player will call for a Medic. It also has an unused alias to call for an Ubercharge. If you want multiple key combination binds connected to the same toggle key you will have to repeat the first step listed before. After this add the same command as what happened in the second step, but alongside the already used command. Since the wait command is integral to some scripts, it may be necessary to test to see if a server has disabled the command.
This script relies on the fact that if the wait command is disabled on a server, the alias named wait can be defined by the user. Thus, the script creates an alias named waitTest which by default points to waitPositive , but if wait is not allowed and can thus be defined by the user , will be redirected to waitNegative. It is generally considered bad form to have one alias point to itself, as although the loop can be broken out of, it cannot be reset.
Therefore, looping scripts tend to include two parts to the loop: The part that waits, and the part that loops. This script will start looping once G is pressed. It begins by firing, and then switches the player's view back and forth every 33 frames half of a second on most servers. Pressing G would cause the next iteration of the loop to stop, also stopping the firing. This script will create two aliases, one to start a sequence, and one to end it.
The sequence will switch to a Pyro's Degreaser and fire for 32 ticks, before switching to the Panic Attack and shooting until the button is no longer held.
Sequences can also be made like this:. This script will create a sequence alias, that once activated will cause the Sniper to quick-scope his Sniper Rifle ; by executing the long string of commands called a sequence. Sequences are useful in making scripts, and learning how to make one will help in the long run of scripting. A cycle is toggle script where there are a minimum of 3 possible options, which loop ex, 1, 2, 3, 1.
This script makes it so pressing the O key, FOV values switch between 70, 80, and A selection script is built onto a cycle to make it more intuitive. Selection scripts allow cycling upwards and downwards, ultimately giving more control for selecting which command s to run. This gives more control in what conditions to add to the player.
This also allows for better freedom of selection and ease of use, as it makes scrolling through options in the cycle possible. Randomization is a strange and niche feature. Randomization is rarely used, as most processes aren't as useful when randomized.
However, randomization can be useful for chat binds, such as for trade advertising. Note: Due to the nature of TF2's scripting, this section will be considerably long. If you don't already have an understanding of how cycles work, the information presented may not be relevant. This script is assigning and resigning multiple alias values. When any of the WASD keys are pressed, the cycle command is ran, which moves the cycle command to the next value in the cycle and sets the "call" command to a value corresponding to the cycle number.
This is based on the player's movement, and only changes values if the player is moving. It is possible to make this randomizer more effective by using other various techniques stated here ex. Loops , but this example is for demonstration purposes only.
Timed or held actions trigger when a button is pressed down for a certain amount of time. Phlog damage reduced by half when not under the effects of CritMmmph. Fixed botkillers glitch thanks rswallen.
YER no longer diguises you in light of the quiet decloak. Demo shield crits nerfed to minicrits for his grenade launchers. Fixed flickering HUD text. Implemented anti-suicide as Hale measures. Hale cannot suicide until around 30 seconds have passed. Hale can no longer switch teams to suicide. Repositioned 'player became x boss' message off of your crosshair. Removed annoying no yes no no you're Hale next message. Market Gardens do damage similar to backstabs. Deadringer now displays its status.
Useful for thirdperson servers. Phlog is invulnerable during taunt activation. Phlog disables flaregun crits. Fixed Bread Bite and Festive Eyelander.
Can now see uber meter with melee or syringe equipped. Bonk replaced with crit-a-cola. All 3 might be rebalanced in the future. Reserve shooter crits in place of minicrits. Still 3 clip. Re-enabled Darwin's Danger Shield. Overhealed sniper can tank a hit!
Air Strike relaxed to dmg per clip. Big Earner gives full cloak on backstab. Fixed Steamtools not changing the game description. Fixed medic not getting assist damage from backstabs. HHH can wallclimb. Max of 10 times in a row before touching the floor again. HHH's weighdown timer is reset on wallclimb. HHH now alerts his teleport target that he teleported to them. HHH can get stuck in soldiers and scouts, but not other classes on teleport.
Can now charge super jump while holding space. Kunai starts at 65 HP instead of Max HP. Kunai gives HP on backstab instead of Demo boots now reduce fall damage like soldier boots and do stomp damage. Fixed bushwacka disabling crits. Fixed first round glitch thanks nergal. Sydney Sleeper now generates contributes half as much to rage than other sniper rifles. Other sniper rifles just do 3x damage as usual. Huntsman gets 2x ammo, fortified compound fixed.
Festive flare gun now acts like mega-detonator. Medic crossbow now gives 15pct uber instead of Festive crossbow is fixed to be like normal crossbow. Fixed medics getting 2x the damage for backstab assists. Relaxed Air Strike damage per head to damage. Damage Dealt and Full Health Kills now work properly with backstabs. Slightly reworked Hale health formula.
Anchor Bosses take no pushback from damage while ducking on the ground. Not working against sentries. Short circuit blocked until further notice. Ambassador does 2.
Diamondback gets 3 crits on backstab. Diamondback crit shots do bonus damage similar to the Ambassador. Kunai now starts with 65 HP instead of It now gains HP on backstab instead of Max Manmelter always crits, while revenge crits do bonus damage. Bushwacka blocks healing while in use to prevent medirope exploits. Cannot wallclimb if your HP is low enough that it'll kill you. Bushwacka doesn't disable crits. Fixed telefrag and mantread stomp damage.
Mantread stomps now OHKO Hale instead of leaving him at 1 health when his health is less than the damage mantreads do dmg. Easter and April Fool's Day are so close together this year
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