Total Members Voted: 114
holla holla at bob77
They both look like stuff... One is just polished to be brighterIf you're doing a lighting comparison, why would you do it on a minecraft map...
I was playing Medic on 2fort, in the enemy's sewers with a combat Engie and a Soldier, enemy pyro comes in. I have like 15 HP and burning. Soldier is dead, and the Engineer takes the loving health kit. RIP Me.
Aren't you Adz?
you could've crouched while on the water iirc
also guys, whats the best troll name while playing medic?
Back on the topic of unused stuff that Valve could probably use (like RED bots), I'm sure you guys have seen the Medic throwing animations they added to the Medic's viewmodel. Alongside those came a new entity classname, "tf_projectile_throwable", which tries to take on the model "models/props_gameplay/small_loaf.mdl" (doesn't exist) with the attached particle effect "breadtrail_basic_red" (or _blue, I'd assume; neither seem to exist, correct me if I'm wrong) when spawned.There's also stuff in there to look at attributes "throwable_damage" and "throwable_healing" and hurt or heal based on those (the attributes don't exist, but it looks for them anyways). It looks like it's hooked up to make the Cleaver.ImpactFlesh noise on hit.There's an attribute for "throwable_fire_speed" which seems to control the speed of the projectile rather than the fire rate.Lastly, it seemed like they planned to have the throwable recharge in 5.1 seconds.The weapon that throws such a projectile is half-implemented but doesn't have a classname (e.g. "tf_weapon_throwable").Was there a workshop item for this that they pulled at the last minute? Does anybody have any other info as to what would prompt Valve to half-add this?