Difference between revisions of "Team Fortress Wiki:Weapon Demonstration"

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m (Bot scripting commands)
m (Useful information: changed "it's" to "it is")
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*<code>r_cleardecals</code> - Clears all decals (blood and bullet holes) from the map.
 
*<code>r_cleardecals</code> - Clears all decals (blood and bullet holes) from the map.
 
*<code>addcond 35</code> - Places the player under a permanent crit boost. Use <code>removecond 35</code> to get rid of it.
 
*<code>addcond 35</code> - Places the player under a permanent crit boost. Use <code>removecond 35</code> to get rid of it.
*<code>cl_jiggle_bone_framerate_cutoff</code> - the minimum framerate at which the item's jigglebones still work. It's set to 45 fps by default, lower it to the desired value if you're rendering at low FPS.
+
*<code>cl_jiggle_bone_framerate_cutoff</code> - the minimum framerate at which the item's jigglebones still work. It is set to 45 fps by default, lower it to the desired value if you're rendering at low FPS.
 
*<code>ent_fire team_round_timer addtime ''<number>''</code> - Adds time to the timer of the round. Can be used with a negative number to remove time instead.
 
*<code>ent_fire team_round_timer addtime ''<number>''</code> - Adds time to the timer of the round. Can be used with a negative number to remove time instead.
 
*<code>cl_yawspeed</code> - Adjusts left/right turning (yaw) speed.
 
*<code>cl_yawspeed</code> - Adjusts left/right turning (yaw) speed.
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===Bot scripting commands===
 
===Bot scripting commands===
*<code>bot -team -class -name</code> - Adds a puppet bot with the specified parameters. For the sake of consistency, the bots' names must correspond with their classes, with a prefix "Friendly" if it's on the BLU team, and have a single-digit postfix if there is more than one bot of the same class on the given team. This command is not to be confused with <code>addbot</code>, which adds an AI-controlled bot instead of a puppet bot.
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*<code>bot -team -class -name</code> - Adds a puppet bot with the specified parameters. For the sake of consistency, the bots' names must correspond with their classes, with a prefix "Friendly" if it is on the BLU team, and have a single-digit postfix if there is more than one bot of the same class on the given team. This command is not to be confused with <code>addbot</code>, which adds an AI-controlled bot instead of a puppet bot.
 
:Example: <code>bot -team blu -class medic -name "Friendly Medic"; bot -team red -class heavy -name "Heavy 1"; bot -team red -class heavy name "Heavy 2"</code>
 
:Example: <code>bot -team blu -class medic -name "Friendly Medic"; bot -team red -class heavy -name "Heavy 1"; bot -team red -class heavy name "Heavy 2"</code>
 
*<code>bot_command ''<bot name>'' ''<console command>''</code> - Makes the specified bot perform the specified command. Particularly useful for making engineer bots enter build mode.
 
*<code>bot_command ''<bot name>'' ''<console command>''</code> - Makes the specified bot perform the specified command. Particularly useful for making engineer bots enter build mode.
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*<code>bot_mimic ''<0 or 1>''</code> - Makes all the bots mimic the player's actions.
 
*<code>bot_mimic ''<0 or 1>''</code> - Makes all the bots mimic the player's actions.
 
:Example: In order to make a Spy disguise, you need to perform the keystrokes for disguising while playing as a Spy and having the mimic option enabled. Similarly, the only way to make Engineer bots rotate buildings is to press {{Key|Mouse2}} with the mimic option on. Note that Engineer bots will not mimic you creating buildings as an Engineer, you must use <code>bot_command ''<bot name>'' build ''<number>''</code> instead.
 
:Example: In order to make a Spy disguise, you need to perform the keystrokes for disguising while playing as a Spy and having the mimic option enabled. Similarly, the only way to make Engineer bots rotate buildings is to press {{Key|Mouse2}} with the mimic option on. Note that Engineer bots will not mimic you creating buildings as an Engineer, you must use <code>bot_command ''<bot name>'' build ''<number>''</code> instead.
*<code>bot_mimic_yaw_offset ''<angle from 0 to 360>''</code> - Makes the bots face in a direction this angle from the player while the <code>bot_mimic</code> is active. By default it's set to <code>180</code> so bots face the player when stared at.
+
*<code>bot_mimic_yaw_offset ''<angle from 0 to 360>''</code> - Makes the bots face in a direction this angle from the player while the <code>bot_mimic</code> is active. By default it is set to <code>180</code> so each bot faces the player when stared at.
 
*<code>bot_dontmove ''<0 or 1>''</code> - Allows or prevents all bots from moving. Takes priority over <code>bot_mimic</code>.
 
*<code>bot_dontmove ''<0 or 1>''</code> - Allows or prevents all bots from moving. Takes priority over <code>bot_mimic</code>.
 
*<code>bot_refill</code> - Restores ammo and health for all bots.
 
*<code>bot_refill</code> - Restores ammo and health for all bots.

Revision as of 03:01, 10 April 2022

Weapon Demonstration Project

Thats a wrap.png

The Weapon Demonstration project's goal is to build a complete library of videos demonstrating the various aspects of all weapons, game mechanics, tools, and taunts in Team Fortress 2.

  • The idea: To have one consistent video style demonstrating how weapons, game mechanics, tools and taunts work.
  • The objective: To demonstrate how everything works: viewmodels, animations, special abilities, etc.
  • The benefits: Consistent, one video per page, looks good.

Anyone who meets the requirements can make a demonstration video that is needed for an item and submit the video for review, if the video meets the standard and is approved by Wiki administrators, your video will be uploaded to the Official TF2 Wiki Channel on YouTube and Bilibili. Check the section below for detailed requirements and a guide on how to make a demonstration video. You may also find the demonstration video that is needed or needs to be redone on this page. Feel free to ask any questions before starting making the demonstration on the talk page.

Reference video

Following the structure of the following videos should give you a basic idea of what is expected. Visit the Official TF2 Wiki YouTube Channel for more videos.

Weapon

Taunt

Tool

Key

  • T (Talk): Link to talk page section
  • D (thumbnail Download): Direct link to the thumbnail image. Turns red when there is no thumbnail uploaded. How to make thumbnails.
  • U (thumbnail Upload): Link to thumbnail upload page. The file name and description are automatically populated; only the image file needs to be selected from the user's computer.

Due to MediaWiki limitations, D and U need to be both displayed at all times, even though they are mutually exclusive.

Needed Demonstrations

Tools

Mechanics

Taunts

Demonstrations that need to be redone

Done