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:
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. E.G
“item_type_name” “Example Name Of Minigun”
“item_name” “Example Name Of Minigun“
“item_name” “Example Name Of Minigun“
STEP 14 Jaguar x-type gps update. = 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
“slow enemy on hit”
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
{
“attribute_class” “mult_onhit_enemyspeed”
“value” “1.0”
}
, 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:
East coast hero mesh. “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
How To Get Golden Weapons In Tf2
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”
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
Is it strictly from MvM or is it for the upcoming Ready Steady Pan tournament participants only?
How can I get one of these beauts?
senpaisenpai42.7k136136 gold badges385385 silver badges606606 bronze badges
3 Answers
The first Golden Frying Pan was awarded 25 Nov 2013 to a user by the name of majine. When it was awarded, a notification went out to every user in-game, similar to the announcement everyone gets when giving/receiving the Something Special for Someone Special. This player obtained it by simply completing an Operation Two Cities tour and got it as a random reward.
You could consider obtaining a Golden Frying Pan similar to winning the lottery, where your 4 tour of duty tickets is like a lottery ticket. Every time you complete a full tour, you have an incredibly small chance of obtaining one.
GigazelleGigazelle11.1k77 gold badges4848 silver badges9999 bronze badges
It can only be obtained as random drop upon completing the Mann vs. Machine Two Cities tour.
GuyGuy1,73133 gold badges1414 silver badges4747 bronze badges
Another question (closed as a duplicate) asked if it's possible to buy a golden frying pan. No one has answered that here, so I will attempt it:
There are two main places to buy in-game items for real-world money: the Steam market, and from traders.
- The Steam Market is much safer, but it relies on people actually putting the item up on the market. Since the seller will only get Steam wallet in return, it's much less likely you'll find one there. As of 2015-12-16, there are no golden pans available on the market.
- The best place to find someone trading a golden pan for Paypal is tf2outpost.com. As of right now, tf2outpost has 13 golden frying pans for sale. The current price is $2500-3000, so don't expect to find one for cheap. Make sure to only trade with someone of extremely high reputation, and follow all the usual trading safety procedures. They will probably want the money sent to them ahead of time (possibly months in advance of the actual trade), to avoid chargeback scams.
Good luck!
BlueRaja - Danny PflughoeftBlueRaja - Danny Pflughoeft33.7k4343 gold badges168168 silver badges296296 bronze badges
protected by Community♦Dec 10 '13 at 13:34
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Australium weapons are very rare classification of weapons introduced in the Two Cities Update. Similarly to Botkiller weapons, they are unique reskins of specific weapons, and are awarded upon completing a full Tour of Duty in Mann vs. Machine mode. Unlike Botkiller weapons, they are only awarded upon completing a operation gear grinder, operation mecha engine, operation two cities or operation steel trap Tour. Australium weapons are always strange with a random tier of killstreak and the only enemies that actually have a australium corpse from death from these weapons is from the Saxxy or the golden frying pan, other deaths are normal.
After the Smissmas 2017 update certain Australiums can be festivized with a festivizer
List of Australium weaponsEdit
Australium weapons can be obtained after a tour of two cities, mecha engineer.
Possible Australium weapons | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Primary | ||||||||||||||||
Australium Scattergun | Australium Force-A-Nature | |||||||||||||||
Primary | ||||||||||||||||
Australium Rocket Launcher | Australium Black Box | |||||||||||||||
Primary | ||||||||||||||||
Australium Flamethrower | ||||||||||||||||
Melee | ||||||||||||||||
Australium Axtinguisher | ||||||||||||||||
Primary | ||||||||||||||||
Australium Grenade Launcher | ||||||||||||||||
Secondary | ||||||||||||||||
Australium Stickybomb Launcher | ||||||||||||||||
Melee | ||||||||||||||||
Australium Eyelander | ||||||||||||||||
Primary | ||||||||||||||||
Australium Minigun | Australium Tomislav | |||||||||||||||
Primary | ||||||||||||||||
Australium Frontier Justice | ||||||||||||||||
Melee | ||||||||||||||||
Australium Wrench | ||||||||||||||||
Primary | ||||||||||||||||
Australium Blutsauger | ||||||||||||||||
Secondary | ||||||||||||||||
Australium Medi Gun | ||||||||||||||||
Primary | ||||||||||||||||
Australium Sniper Rifle | ||||||||||||||||
Secondary | ||||||||||||||||
Australium SMG | ||||||||||||||||
Primary | ||||||||||||||||
Australium Ambassador | ||||||||||||||||
Melee | ||||||||||||||||
Australium Knife | ||||||||||||||||
Melee | ||||||||||||||||
Golden Frying Pan |
Golden WrenchesEdit
The Golden Wrench were special wrenches distributed during the Engineer Update, every 25 of them found would result in a new part of the update being revealed. Only 100 were made to 'drop' and the only way that was possible to obtain one was through luck when crafting. Enemies killed by these wrenches left a australium corpse that was not solid and faded after a amount of time. As the name suggests, the golden wrench is a wrench colored gold. Other than the corpses, they do not function any differently than from a stock Wrench. Simpsons hit and run cards locations.