User:Ashe/Sandbox
Contents
More working ladders workarounds for TF2
Brush entity-Based Ladder Workaround
https://tf2maps.net/threads/tip-better-ladder-gameplay.48717/
VScript-Based Ladder Workaround
Ladder from VScript hunted map from ficool2
"gamematerial"
The "gamematerial" parameter in surfaceproperties.txt references an array in game\client\fx_impact.cpp that determines what should a material display when shot (bulletholes, flecks, impact sounds). The base Source 2013 SDK provides a 26 size array. More arrays can be created if necessary. The syntax of the array is:
From Source 2013 SDK:
static ImpactEffect_t s_pImpactEffect[NUMBEROFELEMENTS] = { { "impact_antlion", NULL }, // CHAR_TEX_ANTLION { NULL, NULL }, // CHAR_TEX_BLOODYFLESH { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_CONCRETE { "impact_dirt", NULL }, // CHAR_TEX_DIRT { NULL, NULL }, // CHAR_TEX_EGGSHELL { NULL, NULL }, // CHAR_TEX_FLESH { NULL, NULL }, // CHAR_TEX_GRATE { NULL, NULL }, // CHAR_TEX_ALIENFLESH { NULL, NULL }, // CHAR_TEX_CLIP { NULL, NULL }, // CHAR_TEX_UNUSED { NULL, NULL }, // CHAR_TEX_UNUSED { NULL, NULL }, // CHAR_TEX_PLASTIC { "impact_metal", NULL }, // CHAR_TEX_METAL { "impact_dirt", NULL }, // CHAR_TEX_SAND { NULL, NULL }, // CHAR_TEX_FOLIAGE { "impact_computer", NULL }, // CHAR_TEX_COMPUTER { NULL, NULL }, // CHAR_TEX_UNUSED { NULL, NULL }, // CHAR_TEX_UNUSED { NULL, NULL }, // CHAR_TEX_SLOSH { "impact_concrete", "impact_concrete_noflecks" }, // CHAR_TEX_TILE { NULL, NULL }, // CHAR_TEX_UNUSED { "impact_metal", NULL }, // CHAR_TEX_VENT { "impact_wood", "impact_wood_noflecks" }, // CHAR_TEX_WOOD { NULL, NULL }, // CHAR_TEX_UNUSED { "impact_glass", NULL }, // CHAR_TEX_GLASS { "warp_shield_impact", NULL }, // CHAR_TEX_WARPSHIELD };
Material type letters and numbers
The game can assign a material (defined as CHAR_TEX_ in the SDK) to a letter/number in game/shared/decals.h by the following way: #define CHAR_TEXT_MATERIAL 'NUMBER'.
From surfaceproperties_cs.txt from CS:GO. Several of these won't work in older branches.
// CHAR_TEX_ANTLION 'A' // CHAR_TEX_BLOODYFLESH 'B' // CHAR_TEX_CONCRETE 'C' // CHAR_TEX_DIRT 'D' // CHAR_TEX_EGGSHELL 'E' ///< the egg sacs in the tunnels in ep2. // CHAR_TEX_FLESH 'F' // CHAR_TEX_GRATE 'G' // CHAR_TEX_ALIENFLESH 'H' // CHAR_TEX_CLIP 'I' // CHAR_TEX_GRASS 'J' // L4D addition // CHAR_TEX_SNOW 'K' // CHAR_TEX_PLASTIC 'L' // CHAR_TEX_METAL 'M' // CHAR_TEX_SAND 'N' // CHAR_TEX_FOLIAGE 'O' // CHAR_TEX_COMPUTER 'P' // CHAR_TEX_ASPHALT 'Q' // L4D addition // CHAR_TEX_BRICK 'R' // L4D addition // CHAR_TEX_SLOSH 'S' // CHAR_TEX_TILE 'T' // CHAR_TEX_CARDBOARD 'U' // L4D addition // CHAR_TEX_VENT 'V' // CHAR_TEX_WOOD 'W' //// CHAR_TEX_UNUSED 'X' ///< do not use - "fake" materials use this (ladders, wading, clips, etc) // CHAR_TEX_GLASS 'Y' // CHAR_TEX_WARPSHIELD 'Z' ///< wierd-looking jello effect for advisor shield. // CHAR_TEX_CLAY 1 // L4D addition // CHAR_TEX_PLASTER 2 // L4D addition // CHAR_TEX_ROCK 3 // L4D addition // CHAR_TEX_RUBBER 4 // L4D addition // CHAR_TEX_SHEETROCK 5 // L4D addition // CHAR_TEX_CLOTH 6 // L4D addition // CHAR_TEX_CARPET 7 // L4D addition // CHAR_TEX_PAPER 8 // L4D addition // CHAR_TEX_UPHOLSTERY 9 // L4D addition // CHAR_TEX_PUDDLE 10 // L4D addition // CHAR_TEX_MUD 11 // L4D addition // CHAR_TEX_SANDBARREL 12 // CSGO addition (no penetration) // CHAR_TEX_SANDBARREL 13 // CSGO addition // CHAR_TEX_METALSHIELD 14 // CSGO addition
Block bullets but not players
This trick allows to create a fake clipbrush that works as toolsblockbullets but is not solid to players using func_physbox_multiplayer.
Creating the brush
- Create a func_physbox_multiplayer (maybe just func_physbox) brush entity.
- Flags:
- Start Asleep
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Only Break on Trigger
- Don't Take Physics Damage
- Don't Allow Bullet Penetration
- Prevent Motion Enable on Player Bump
Uncheck the rest. Also, set these keyvalues:
- Material: (Anything)
- Strength: 0
- Disable Shadows: Yes
- Disable Receiving Shadows: Yes
- Render Mode: Don't Render
$8WayMovement
Animation macro used for most MVM robots run animations.
TF2 / Source 2013 MP? Activity list
Base?
- ACT_MP_STAND_IDLE
- ACT_MP_CROUCH_IDLE
- ACT_MP_CROUCH_DEPLOYED_IDLE
- ACT_MP_CROUCH_DEPLOYED
- ACT_MP_CROUCHWALK_DEPLOYED
- ACT_MP_DEPLOYED_IDLE
- ACT_MP_RUN
- ACT_MP_WALK
- ACT_MP_AIRWALK
- ACT_MP_CROUCHWALK
- ACT_MP_SPRINT
- ACT_MP_JUMP
- ACT_MP_JUMP_START
- ACT_MP_JUMP_FLOAT
- ACT_MP_JUMP_LAND
- ACT_MP_DOUBLEJUMP
- ACT_MP_SWIM
- ACT_MP_DEPLOYED
- ACT_MP_SWIM_DEPLOYED
- ACT_MP_VCD
- ACT_MP_ATTACK_STAND_PRIMARYFIRE
- ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED
- ACT_MP_ATTACK_STAND_SECONDARYFIRE
- ACT_MP_ATTACK_STAND_GRENADE
- ACT_MP_ATTACK_CROUCH_PRIMARYFIRE
- ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED
- ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
- ACT_MP_ATTACK_CROUCH_GRENADE
- ACT_MP_ATTACK_SWIM_PRIMARYFIRE
- ACT_MP_ATTACK_SWIM_SECONDARYFIRE
- ACT_MP_ATTACK_SWIM_GRENADE
- ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
- ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
- ACT_MP_ATTACK_AIRWALK_GRENADE
- ACT_MP_RELOAD_STAND
- ACT_MP_RELOAD_STAND_LOOP
- ACT_MP_RELOAD_STAND_END
- ACT_MP_RELOAD_CROUCH
- ACT_MP_RELOAD_CROUCH_LOOP
- ACT_MP_RELOAD_CROUCH_END
- ACT_MP_RELOAD_SWIM
- ACT_MP_RELOAD_SWIM_LOOP
- ACT_MP_RELOAD_SWIM_END
- ACT_MP_RELOAD_AIRWALK
- ACT_MP_RELOAD_AIRWALK_LOOP
- ACT_MP_RELOAD_AIRWALK_END
- ACT_MP_ATTACK_STAND_PREFIRE
- ACT_MP_ATTACK_STAND_POSTFIRE
- ACT_MP_ATTACK_STAND_STARTFIRE
- ACT_MP_ATTACK_CROUCH_PREFIRE
- ACT_MP_ATTACK_CROUCH_POSTFIRE
- ACT_MP_ATTACK_SWIM_PREFIRE
- ACT_MP_ATTACK_SWIM_POSTFIRE
Primary
- ACT_MP_STAND_PRIMARY
- ACT_MP_CROUCH_PRIMARY
- ACT_MP_RUN_PRIMARY
- ACT_MP_WALK_PRIMARY
- ACT_MP_AIRWALK_PRIMARY
- ACT_MP_CROUCHWALK_PRIMARY
- ACT_MP_JUMP_PRIMARY
- ACT_MP_JUMP_START_PRIMARY
- ACT_MP_JUMP_FLOAT_PRIMARY
- ACT_MP_JUMP_LAND_PRIMARY
- ACT_MP_SWIM_PRIMARY
- ACT_MP_DEPLOYED_PRIMARY (related to the Minigun deployed state? and Sniper rifle zoom in?)
- ACT_MP_SWIM_DEPLOYED_PRIMARY
- ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY
- ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY
- ACT_MP_ATTACK_STAND_PRIMARY
- ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
- ACT_MP_ATTACK_CROUCH_PRIMARY
- ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
- ACT_MP_ATTACK_SWIM_PRIMARY
- ACT_MP_ATTACK_AIRWALK_PRIMARY
- ACT_MP_RELOAD_STAND_PRIMARY
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP
- ACT_MP_RELOAD_STAND_PRIMARY_END
- ACT_MP_RELOAD_CROUCH_PRIMARY
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP
- ACT_MP_RELOAD_CROUCH_PRIMARY_END
- ACT_MP_RELOAD_SWIM_PRIMARY
- ACT_MP_RELOAD_SWIM_PRIMARY_LOOP
- ACT_MP_RELOAD_SWIM_PRIMARY_END
- ACT_MP_RELOAD_AIRWALK_PRIMARY
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END
- ACT_MP_RELOAD_STAND_PRIMARY_2
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2
- ACT_MP_RELOAD_STAND_PRIMARY_END_2
- ACT_MP_RELOAD_CROUCH_PRIMARY_2
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2
- ACT_MP_RELOAD_CROUCH_PRIMARY_END_2
- ACT_MP_RELOAD_SWIM_PRIMARY_2
- ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2
- ACT_MP_RELOAD_SWIM_PRIMARY_END_2
- ACT_MP_RELOAD_AIRWALK_PRIMARY_2
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2
- ACT_MP_ATTACK_STAND_PRIMARY_ALT
- ACT_MP_ATTACK_CROUCH_PRIMARY_ALT
- ACT_MP_ATTACK_SWIM_PRIMARY_ALT
- ACT_MP_RELOAD_STAND_PRIMARY_ALT
- ACT_MP_RELOAD_CROUCH_PRIMARY_ALT
- ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT
- ACT_MP_RELOAD_STAND_PRIMARY_END_ALT
- ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT
- ACT_MP_RELOAD_SWIM_PRIMARY_ALT
- ACT_MP_ATTACK_STAND_PRIMARY_SUPER
- ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER
- ACT_MP_ATTACK_SWIM_PRIMARY_SUPER
- ACT_MP_ATTACK_STAND_GRENADE_PRIMARY (used for the scrapped grenade weapons?)
- ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
- ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
- ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY