Gibs

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A Scout gibbing. Clearly noticeable are his headset, Ellis' Cap, as well as his regular hat.
Oh, they're gonna have to glue you back together… in Hell!
The Demoman on postmortem repair work

Gibs, or giblets are the bits and pieces of a player's body that are left after the player has been killed in a specific manner, often explosive in nature. When a player is gibbed, their body parts may be highlighted on the Deathcam. Additionally, the Horseless Headless Horsemann always drops its own unique gibs on death.

The term gibs also encapsulates debris left by destroyed buildings, stickybombs, Sappers, Razorbacks, Guitars, Robots in Robot Destruction gamemode, props, and the fallout from the explosion upon the attacking teams' victory on the final stage of a Payload map. "Gib" can also be used as a verb, e.g. "gibbing" someone, meaning reducing an enemy to gibs by blowing them up with a rocket or grenade.

Players can gib themselves on command by entering explode into the console (similar to suiciding by entering the kill command into the console), or by having the command bound to a key. When playing Mann vs. Machine, both players and robots will only gib when forced by either decapitation or the Bombinomicon. However, giant robots will always gib on death, unless they are killed by energy weapons such as the Cow Mangler 5000.

The server setting tf_playergib can also be used to modify gibbing behavior: when it is set to '0', players will not gib at all, no matter what kills them. When set to '1' (the default setting), gibbing behavior is as normal. Finally, with the setting tf_playergib 2, players will gib when killed by practically any means - be it a backstab, environmental kill, or Shotgun blast. This does not alter the behaviour of gib-related achievements.

Causes

Deaths caused by the following can result in the creation of gibs:

Deaths caused by the following will result in the creation of only the head gib:

Damage caused by the Vita-Saw, fatal or not, will result in the creation of a generic organ.

A weapon able to create gibs, with the exception of weapons capable of decapitation, will do so if fatal damage equals or surpasses the victim's hitpoints by 10 (a 60 hitpoint damage dealing hit would gib a player with 50 hitpoints remaining, but would not gib one with 51 hitpoints). This rule does not apply if the damage is dealt in the form of critical hits or mini-crits, in which case the victim is guaranteed to be gibbed.

List

Deathcam examples

Class gibs

Robot gibs

Asteroid robot gibs

Generic gibs

Silly gibs

Birthday mode servers and censored versions of Team Fortress 2 have completely different types of gibs. They can also be enabled client-side by equipping a Pyrovision-compatible item or with the -sillygibs launch option.[1]

Building gibs

Projectile gibs

Horseless Headless Horsemann gibs

Miscellaneous gibs

Related achievements

Leaderboard class soldier.png Soldier

Spray of Defeat
Spray of Defeat
Use a grenade to gib a player.


Frags of our Fathers
Frags of our Fathers
Gib 1000 people.
Gore-a! Gore-a! Gore-a!
Gore-a! Gore-a! Gore-a!
Provide the enemy with a freezecam of you taunting over 3 of their body parts.

Leaderboard class engineer.png Engineer

Death Metal
Death Metal
Pick up 10,000 waste metal from pieces of destroyed buildings.

Leaderboard class sniper.png Sniper

Prime Cuts
Prime Cuts
While using The Classic, gib all 9 classes during a single round.

Update history

February 14, 2008 Patch

  • Updated explosion debris to be a bit darker.

June 17, 2011 Patch

  • [Undocumented] Scouts now have a 1 out of 20 chance of having a flying dove spawn when killed via gibbing.

July 26, 2011 Patch

  • Fixed a bug that would cause team-painted wearable gibs to show an incorrect color.

September 6, 2011 Patch

  • Fixed a client crash related to breakables/gibs.

July 2, 2012 Patch

  • Fixed decapitations creating head gibs in Low Violence and Pyrovision.

Bugs

  • Notification boxes that label the body part appear on censored gibs, even in the censored versions of Team Fortress 2.
  • The Engineer's right hand gib will always be his glove, even when the Gunslinger or Short Circuit is equipped.
  • Gibs, like the ÜberCharge textures, with the exception of the Soldier's on BLU, do not show the class' final designs. For example, a gibbed Scout has a different shoe design and his socks have stripes.
  • If a player is wearing a Voodoo-Cursed Soul, they will not be gibbed regardless being hit with a direct explosive, or even the command: explode, but instead be launched from the position from where they were hit.

Trivia

  • When a Scout is gibbed, there is a 1 out of 20 chance that a dove will fly out of his body. This is a reference to the Meet the Medic video where at the end the Scout realizes Archimedes is stuck in his chest.
  • The gibs appear to be based on earlier versions of the game's player models, as seen in Trailer 1 and Trailer 2. This is clear when looking closely at the models' faces, which were reworked to be more detailed, but there are also some design changes that were never corrected:
    • The Scout's design is based on his Trailer 2 variant, as evidenced by the Cream Spirit headset, the differently designed shoes, and the stripes on his socks.
    • The Pyro's oxygen tank and gloves are a uniform colour (dark grey and black for Red, yellow and brown-black for Blu). The Red version of this design could be seen in Illustrative Rendering in Team Fortress 2, and the Blu version in Trailer 2.
    • The Demoman's class emblem is missing from his right arm, and the grenades he wears are all grey apart from the Cream Spirit tip. This matches his design in Trailer 2.
    • The Heavy's class emblem is a skull and crossbones on Red and blank on Blu. His hand is missing its glove, which matches his design as shown in Trailer 2.
    • The Engineer's class emblem is missing on Blu, and a textured-on button is present on one of his pockets, matching his Trailer 2 design. His overalls are also mainly textured on instead of being fully modelled.
    • The Medic has a streak of grey hair around the back and sides of his head, which matches his design as shown in the Orange Box trailer.
    • The Sniper's vest is light grey with darker shoulders, his hat has a thinner band, his watch is darker and he has no class emblems on his shoulders. His face is also somewhat different, with no AO from his glasses, and a redder nose. All of these details match the Sniper's appearance in Trailer 1.
    • The Spy's suit and balaclava are darker and more washed-out than their current design, with team-colored armbands and a striped tie. The Red version of this design could be seen in Trailer 1, and the Blu version in Trailer 2.
  • The license plate silly gib has a registration sticker date of 1964, being one of few in-game items to give the events of the game a time span. However, the gib's color, format, and number specifically reference the 1978 Wyoming plate. No Wyoming county has the prefix number 24.
  • The Combat Mini-Sentry deployed by Gunslinger Engineers uses the same gibs as a destroyed Level 1 Sentry Gun, they are just sized down.

See also

Notes

  1. To edit the launch options of Team Fortress 2, launch Steam, navigate to the "Library" tab (in "Detail View"), right-click "Team Fortress 2," select "Properties," and click "Set launch options…" From here, you can enter launch options in the window, separated by spaces. Afterward entering your preferred launch options, click "OK" and then "Close" to close the Team Fortress 2 properties and apply the changes.