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The Contract | |
---|---|
Comic Strip Info | |
Released: | July 1, 2015 |
Number of pages: | 18 |
This article is about the comic 'The Contract'. For the on-going contracts introduced in the Jungle Inferno Update, see Jungle Inferno ConTracker. For the list of articles about other past systems of contracts, see Contracts.
“ | Mr. Hale, this chair I'm sitting on is made of Force-A-Natures! | ” |
The Contract is a comic that was released on July 1, 2015 to announce the Gun Mettle Update. It follows Miss Pauling in her attempt to get new incentives from Saxton Hale to keep the Mercenaries fighting.
Synopsis
The Contract opens with Saxton Hale enjoying his post-lunch snack of a Giraffe leg and Kakapo eggs, when his butler Bidwell informs him that Miss Pauling is here for a meeting. As Hale informs Bidwell to throw her out, Miss Pauling explains that she has too much of the same weapons, and requests for new weapons as she cannot keep giving the same reward over and over. Hale dismisses her claims as lies and says all of the weapons he provides are rare, but Miss Pauling proves him wrong by pointing at a chair made out of Force-A-Natures. Miss Pauling warns that if she cannot get new guns to motivate her assassins to complete her contracts, then Hale and herself will be the ones on the chopping block.
Despite the threat on his life, Hale still ignores Miss Pauling's request. To explain why, Hale takes Miss Pauling to the 'Mann Co. Elite Suite' meant for commandos, assassins, and the like. After viewing a few of the weapons in the suite, Hale explains that all of them are out of her price range. Asking what she can afford, Hale takes her to a dirty room with two Force-A-Natures welded together.
Later that night, Miss Pauling sneaks into the Elite Suite to steal all the weapons inside. As she is stealing the guns, she receives a phone call from Saxton Hale informing her that he separated the Twin Force-A-Nature into being two guns again, and offers them to her. She agrees to the deal as she continues to load up the stolen luxury weapons. As Hale explains how she got screwed over in their deal, the comic closes with her leaving an IOU on each of the gun displays, walking away with a wheelbarrow full of all of them.
Pages
- Page 1
- Page 2
- Page 3
- Page 4
- Page 5
- Page 6
- Page 7
- Page 8
- Page 9
- Page 10
- Page 11
- Page 12
- Page 13
- Page 14
- Page 15
- Page 16
- Page 17
- Page 18
See also
External links
- The Contract on the TF2 Official Website.
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Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=The_Contract&oldid=2289738'
Plate has posted a very interesting and useful tutorial on the TF2 steam forums on how to create your own fully functional TF2 weapon. Currently, this only works on your own private server, but it’s still fun to mess around with it.
Full tutorial after the break!
The following is taken from here: http://forums.steampowered.com/forums/showthread.php?t=978749
—————————————————————————————————————————————————————————————————————————————–
This thread is in beta stage, so it’s not completely done. Grammar, crap, and non-sense things included guarantee!
Chapter 1
Its easy. This tutorial will ensure you the ultimate knowledge of creating your very own WEPON.
Why you should know this? Who the ♥♥♥♥ cares?!
Just give me the darn reputation and it’s a deal!
Oh don’t forget! Every time you ♥♥♥♥♥♥♥♥♥, please use the ♥♥♥♥♥♥ not the ♥♥♥♥♥♥♥♥♥♥ or else you will ♥♥♥♥.
Requirements:
How To Get Strange Weapons In Tf2
Team Fortress 2
PC
IQ above 5 and the most important thing: PATIENCE
Chapter 2
Making your own achievement weapons
STEP 1= Install GCFScape, open it, then click File -> Open, then go to Steam/steamapps and click on Team Fortress 2 Content.
STEP 2= With GCFScape in content folder, go to tf/scripts/items.
STEP 3= You find two files, “items.ctx and attributes.ctx”right click on them and extract them to desktop in a new folder.
STEP 4= Copy both of the Ctxhack and vice.exe in folder where you placed the files.
STEP 5= Open CTX_HACK_TF2, click on decode, then click execute for every file.
STEP 6 = In the folder should appear again Attributes and Items but in .txt format.
STEP 7= Open both attributes and items with wordpad.
STEP 8= You wonder what those things are? Attributes file contains all attributes for an achievement weapon, andItems file, represents all TF2 weapons.
STEP 9= You want Natascha to make look like this, don’t you? .
STEP 10= First go in items.txt, hit CTRL+F, then search for Natascha.
STEP 11= When you find it, it will look like this:
STEP 2= With GCFScape in content folder, go to tf/scripts/items.
STEP 3= You find two files, “items.ctx and attributes.ctx”right click on them and extract them to desktop in a new folder.
STEP 4= Copy both of the Ctxhack and vice.exe in folder where you placed the files.
STEP 5= Open CTX_HACK_TF2, click on decode, then click execute for every file.
STEP 6 = In the folder should appear again Attributes and Items but in .txt format.
STEP 7= Open both attributes and items with wordpad.
STEP 8= You wonder what those things are? Attributes file contains all attributes for an achievement weapon, andItems file, represents all TF2 weapons.
STEP 9= You want Natascha to make look like this, don’t you? .
STEP 10= First go in items.txt, hit CTRL+F, then search for Natascha.
STEP 11= When you find it, it will look like this:
“name” “Unique Achievement Minigun”
“enabled” “1”
“item_class” “tf_weapon_minigun”
“item_type_name” “#TF_Weapon_Minigun”
“item_name” “#TF_Unique_Achievement_Minigun”
“item_slot” “primary”
“item_logname” “natascha”
“image_inventory” “backpack/weapons/c_models/c_w_ludmila/c_w_ludmila”
“image_inventory_size_w” “128”
“image_inventory_size_h” “82”
“model_player” “models/weapons/w_models/w_minigun.mdl”
“attach_to_hands” “0”
“item_quality” “unique”
“min_ilevel” “5”
“max_ilevel” “5”
“used_by_classes”
{
“heavy” “1”
}
“attributes”
{
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
“enabled” “1”
“item_class” “tf_weapon_minigun”
“item_type_name” “#TF_Weapon_Minigun”
“item_name” “#TF_Unique_Achievement_Minigun”
“item_slot” “primary”
“item_logname” “natascha”
“image_inventory” “backpack/weapons/c_models/c_w_ludmila/c_w_ludmila”
“image_inventory_size_w” “128”
“image_inventory_size_h” “82”
“model_player” “models/weapons/w_models/w_minigun.mdl”
“attach_to_hands” “0”
“item_quality” “unique”
“min_ilevel” “5”
“max_ilevel” “5”
“used_by_classes”
{
“heavy” “1”
}
“attributes”
{
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
STEP 12 = Look at all highlighted words, we have to change them!
STEP 13= Changing the name of the minigun, both
STEP 13= Changing the name of the minigun, both
“item_type_name” “#TF_Weapon_Minigun”
“item_name” “#TF_Unique_Achievement_Minigun“
“item_name” “#TF_Unique_Achievement_Minigun“
change them with the name you want. Aruto shippuden struggle ninja extreme v1.1 (2019 download windows 7. E.G
“item_type_name” “Example Name Of Minigun”
“item_name” “Example Name Of Minigun“
“item_name” “Example Name Of Minigun“
STEP 14= Now we have to change minigun’s powers. Open the attribute.txt and there you will have a lot of attributes for weapons. I’ll show you an example, how the attribute for critical boost looks like
{
“name” “critboost on kill”
“attribute_class” “add_onkill_critboost_time”
“attribute_name” “Add CritBoost effect on kill”
“min_alevel” “1”
“max_alevel” “50”
“min_value” “2”
“max_value” “3”
“affix_position” “-1”
“affix_text” “#damagedone_neg_1”
“group” “only_on_unique”
“description_string” “#Attrib_CritBoost_OnKill”
“description_format” “value_is_additive”
“hidden” “0”
“effect_type” “positive”
“force_incompatible_with” “or_crit_vs_playercond”
“incompatible_attributes”
{
“name” “critboost on kill”
“attribute_class” “add_onkill_critboost_time”
“attribute_name” “Add CritBoost effect on kill”
“min_alevel” “1”
“max_alevel” “50”
“min_value” “2”
“max_value” “3”
“affix_position” “-1”
“affix_text” “#damagedone_neg_1”
“group” “only_on_unique”
“description_string” “#Attrib_CritBoost_OnKill”
“description_format” “value_is_additive”
“hidden” “0”
“effect_type” “positive”
“force_incompatible_with” “or_crit_vs_playercond”
“incompatible_attributes”
{
STEP 15 = We don’t need all this crap, just concentrate on this
“name” “critboost on kill”
“attribute_class” “add_onkill_critboost_time“
“attribute_class” “add_onkill_critboost_time“
STEP 16 = Change the Natascha’s attributes from
“attributes”
{
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
{
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
, to
“attributes”
{
“critboost on kill”
{
“attribute_class” “add_onkill_critboost_time”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
{
“critboost on kill”
{
“attribute_class” “add_onkill_critboost_time”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
change the value from 1.0 to 7.0 for 7 seconds of criticals.
STEP 17= This should be enough, if you want to edit the second attribute, repeat the previous steps. Also you can add more attributes, but you must be very carefully or you will screw it up
STEP 18= To add more attributes, copy the following
STEP 17= This should be enough, if you want to edit the second attribute, repeat the previous steps. Also you can add more attributes, but you must be very carefully or you will screw it up
STEP 18= To add more attributes, copy the following
How To Earn Weapons In Tf2
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
Sims 4 fighting mod. , and put them UNDER
this
{
“heavy” “1”
}
“attributes”
{
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
Here
“heavy” “1”
}
“attributes”
{
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
“damage penalty”
{
“attribute_class” “mult_dmg”
“value” “0.75”
}
Here
STEP 19 = If you are done, close items.txt, save it, go to CTX HACK, click on encode all then click for every file.
STEP 20= Both NEW items.ctx and attributes.ctx copy them in steam/steamapps/account-name/teamfortress2/tf/scripts/items. and your weapon should be done!
STEP 20= Both NEW items.ctx and attributes.ctx copy them in steam/steamapps/account-name/teamfortress2/tf/scripts/items. and your weapon should be done!
Build multiple sentries, dispensers,
and teleporters
and teleporters
STEP 1 = Go to steam/steamapps/Team fortress 2 content
STEP 2 = While in GCFScape go to tf/scripts and extract the objects.txt
STEP 3 = Open it, and you will see this
STEP 2 = While in GCFScape go to tf/scripts and extract the objects.txt
STEP 3 = Open it, and you will see this
// Engineer Objects
OBJ_SENTRYGUN
{
ClassName obj_sentrygun
StatusName “#TF_Object_Sentry”
BuildTime 10
MaxObjects 1
Cost 130
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName “Sentry Gun”
BuilderPlacementString “Place on ground”
SelectionSlot 5
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_sentrygun
IconInactive obj_sentrygun
Viewmodel “models/weapons/v_models/v_toolbox_engineer.mdl”
Playermodel “models/weapons/w_models/w_toolbox.mdl”
DisplayPriority 4
HudStatusIcon “obj_status_sentrygun_1”
VisibleInWeaponSelection 0
ExplodeSound “Building_Sentry.Explode”
ExplodeEffect “ExplosionCore_buildings”
MetalToDropInGibs 60
UpgradeSound “Building_Sentrygun.Built”
{
ClassName obj_sentrygun
StatusName “#TF_Object_Sentry”
BuildTime 10
MaxObjects 1
Cost 130
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName “Sentry Gun”
BuilderPlacementString “Place on ground”
SelectionSlot 5
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_sentrygun
IconInactive obj_sentrygun
Viewmodel “models/weapons/v_models/v_toolbox_engineer.mdl”
Playermodel “models/weapons/w_models/w_toolbox.mdl”
DisplayPriority 4
HudStatusIcon “obj_status_sentrygun_1”
VisibleInWeaponSelection 0
ExplodeSound “Building_Sentry.Explode”
ExplodeEffect “ExplosionCore_buildings”
MetalToDropInGibs 60
UpgradeSound “Building_Sentrygun.Built”
Modify the highlighted attributes like you wish, doing the same thing with teleporters and dispensers.
STEP 4 = Save the objects.txt, go to steamapps/youraccountname/teamfortress2/tf, create a new folder, called scripts and paste it there.
STEP 4 = Save the objects.txt, go to steamapps/youraccountname/teamfortress2/tf, create a new folder, called scripts and paste it there.
Useful binds:
bind “1” “buildsentry”
bind “2” “builddispenser”
bind “3” “buildentry”
bind “4” “buildexit”
bind “1” “buildsentry”
bind “2” “builddispenser”
bind “3” “buildentry”
bind “4” “buildexit”
Changing the damage of weapons
For example, I’ll show you how to make a Revolver which deals 9999 damage, fires like minigun, have the accuracy of a Sniper Rifle, and extended ammo clip
STEP 1 = Open tf_weapon_revolver
STEP 2 = This appeared to you
STEP 2 = This appeared to you
WeaponData
{
// Attributes Base.
“printname” “#TF_Weapon_Revolver”
“BuiltRightHanded” “0”
“weight” “3”
“WeaponType” “secondary”
“ITEM_FLAG_NOITEMPICKUP” “1”
{
// Attributes Base.
“printname” “#TF_Weapon_Revolver”
“BuiltRightHanded” “0”
“weight” “3”
“WeaponType” “secondary”
“ITEM_FLAG_NOITEMPICKUP” “1”
// Attributes TF.
“Damage” “40”
“Range” “4096”
“BulletsPerShot” “1”
“Spread” “0.025”
“TimeFireDelay” “0.5”
“ProjectileType” “projectile_bullet”
“DoInstantEjectBrass” “0”
“HasTeamSkins_Viewmodel” “1”
“TracerEffect” “bullet_pistol_tracer01”
“Damage” “40”
“Range” “4096”
“BulletsPerShot” “1”
“Spread” “0.025”
“TimeFireDelay” “0.5”
“ProjectileType” “projectile_bullet”
“DoInstantEjectBrass” “0”
“HasTeamSkins_Viewmodel” “1”
“TracerEffect” “bullet_pistol_tracer01”
// Ammo & Clip.
“primary_ammo” “TF_AMMO_SECONDARY”
“secondary_ammo” “None”
clip_size 6
default_clip 6
“primary_ammo” “TF_AMMO_SECONDARY”
“secondary_ammo” “None”
clip_size 6
default_clip 6
// Buckets.
“bucket” “0”
“bucket_position” “0”
“bucket” “0”
“bucket_position” “0”
// Animation.
“viewmodel” “models/weapons/v_models/v_revolver_spy.mdl”
“playermodel” “models/weapons/w_models/w_revolver.mdl”
“anim_prefix” “ac”
“viewmodel” “models/weapons/v_models/v_revolver_spy.mdl”
“playermodel” “models/weapons/w_models/w_revolver.mdl”
“anim_prefix” “ac”
STEP 3 = Edit the highlighted values how do you want.
STEP 4= Save the tf_weapon_revolver, encode it back to ctx and place it in steam/steamapps/your-account/teamfortress2/tf/scripts.
STEP 4= Save the tf_weapon_revolver, encode it back to ctx and place it in steam/steamapps/your-account/teamfortress2/tf/scripts.
Changing the projectile. Make a revolver shoot rockets!
STEP 1= In tf_weapon_revolver you should find something like this :
STEP 2 = Go to a weapon that you want to shoot it like it, example lets take Rocket Launcher projectile:
“ProjectileType” “projectile_rocket“
, so replace the
“ProjectileType” “projectile_bullet“
with
“ProjectileType” “projectile_rocket“
.
STEP 3= Save the tf_weapon_revolver, encode it back to ctx and place it in steam/steamapps/your-account/teamfortress2/tf/scripts.
Example of minigun shooting rockets -> http://www.youtube.com/watch?v=233YO8US6Jk
STEP 3= Save the tf_weapon_revolver, encode it back to ctx and place it in steam/steamapps/your-account/teamfortress2/tf/scripts.
Example of minigun shooting rockets -> http://www.youtube.com/watch?v=233YO8US6Jk
Changing the character’s health and speed
STEP 1= With GCFScape, go to Steam/Steamapps/Team fortress 2 content
STEP 2= Open Team Fortress 2 Content with GCFScape, then tf/scripts/playerclasses and extract them all
STEP 3= Using ctxhack (which you can find it on my previous threads) decode all ctx files.
STEP 4= Let’s make soldier speeds same as scout and his hp 450.
STEP 5 = Open soldier.txt, and it should pop this:
STEP 2= Open Team Fortress 2 Content with GCFScape, then tf/scripts/playerclasses and extract them all
STEP 3= Using ctxhack (which you can find it on my previous threads) decode all ctx files.
STEP 4= Let’s make soldier speeds same as scout and his hp 450.
STEP 5 = Open soldier.txt, and it should pop this:
//
// Team Fortress – Soldier Player Class
//
PlayerClasse
{
// Attributes.
“name” “soldier”
“model” “models/player/soldier.mdl”
“model_hwm” “models/player/hwm/soldier.mdl”
“model_hands” “models/weapons/c_models/c_medic_arms.mdl”
“localize_name” “TF_Class_Name_Soldier”
“speed_max” “240”
// “health_max” “100”
// “armor_max” “250”
“health_max” “200”
“armor_max” “0”
// Team Fortress – Soldier Player Class
//
PlayerClasse
{
// Attributes.
“name” “soldier”
“model” “models/player/soldier.mdl”
“model_hwm” “models/player/hwm/soldier.mdl”
“model_hands” “models/weapons/c_models/c_medic_arms.mdl”
“localize_name” “TF_Class_Name_Soldier”
“speed_max” “240”
// “health_max” “100”
// “armor_max” “250”
“health_max” “200”
“armor_max” “0”
// Grenades.
“grenade1” “TF_WEAPON_GRENADE_NORMAL”
“grenade2” “TF_WEAPON_GRENADE_NAIL”
“grenade1” “TF_WEAPON_GRENADE_NORMAL”
“grenade2” “TF_WEAPON_GRENADE_NAIL”
// Weapons.
“weapon1” “TF_WEAPON_SHOVEL”
“weapon2” “TF_WEAPON_SHOTGUN_SOLDIER”
“weapon3” “TF_WEAPON_ROCKETLAUNCHER”
“weapon1” “TF_WEAPON_SHOVEL”
“weapon2” “TF_WEAPON_SHOTGUN_SOLDIER”
“weapon3” “TF_WEAPON_ROCKETLAUNCHER”
//”DontDoNewJump” “1”
AmmoMax
{
“tf_ammo_primary” “20”
“tf_ammo_secondary” “32”
“tf_ammo_metal” “100”
“tf_ammo_grenades1” “0”
“tf_ammo_grenades2” “0”
{
“tf_ammo_primary” “20”
“tf_ammo_secondary” “32”
“tf_ammo_metal” “100”
“tf_ammo_grenades1” “0”
“tf_ammo_grenades2” “0”
Tf2 Weapons List
STEP 6 = Modify
“speed_max”
to 450 (is scout’s speed, you should try higher value, I don’t often test in TF2 because my crappy laptop) and for HP
“health_max”
to 450, and your done!
Original Poster: Plate
Visit the original thread for more details: http://forums.steampowered.com/forums/showthread.php?t=978749