if u want also you can bind all of these actions (specifically lines) to commands, but you probably shouldn't for nades because you need to name them, unless you plan on naming them in the text editor. the sky's the limit though
Just wanted to say I love these vids, Nartouthere and those other guys give you the more surface level nades but I love the deeper dives into features and updates that people skim over. Even after 7K hours I still learn new shit and I WILL be gatekeeping this as much as possible. Good job dude Godbless (even though I’m a brainrotted mirage-inferno-dust enjoyer)
the display text can be multilingual, and only need to use strings starting with #, such as "#smoke_ct",create a json file named test_english.json,test_japanese.json,and the content is {"smoke_ct":"balabala",},it will load the language file you are using
now i am thinking of creating a map guide for all my linesups for all active maps to share with my friends to practice. Because i know a lot of smokes for all maps but cant throw all of them myself because my mates normally never know any nades. Maybe i also start to make some youtube tutorials beacuse some of the nades i found out myself.
Valve deciding to use a json like format for the nodes is awesome, human readable and editable format for even finer control, and someone could create a mod to autogenerate the files for you with a real UI even if valve never made one.
If not for the limit you could quite literally just, draw a 3d model and make a really solid entrying guide using this, so you could just put 3d stickmen places, and it'd be a great way for new players to actually learn the common spots to hold.
yeah you could make a wireframe and copy paste it with a script to move all of the points to a certain offset, or use a master node and offset the points from there
@@1bird_d I'm really hoping that they'll either get rid of that limit or there will be some hacky way to get around it because there's seriously a whole lot new possibilities with that system, if not for the, at least seemingly, arbitrary limitation
3:09 This limitation to 100 annotations really annoys me. You can use annotation_append to load a second file, but it will be ignored if it would exceed the limit. If you find a workaround, please let me know. Regardless, thanks for the detailed explaination!
Amazing video! Thank you for explaining all of this! I read in the patch notes they added something like this, but I thought it would be way worse implementation that you would have to have like hammer or something like this. W Bird W Valvo
From my comment on the last video about this, I didn’t even have time to try it myself, but our guy already came through. :)) Aand still no comments on the damage prediction stuff-or is a video on that coming too?
it's extremely complicated and im waiting for valve to update their system before i get myself and others involved in analyzing it. most of what i do is based on months of research from others compiled into my own knowledge then explained in a video (im not a leech), so it takes a while. my initial reaction is to leave it off if you have an unstable connection or high (>50) ping and leave it on if you have a really solid connection with low jitter. Also from what i can tell, network jitter and changes in ping seem to have the biggest effect on if it bugs out or not, which makes sense as the lag compensation system can't predict if your ping is going to spike at any given moment
Hi! Great stuff. I was wondering is it true that you can only make 33 nades per map, like you said at the end of the video? I mean you can "annotation_load filename", so couldn't you just make about 33 nade per files? For example Mirage_A_exec_nades and Mirage_B_exec_nades that both can hold 33 lineups.
yes that is what i was getting at, you can make as many text files as you want. 'annotation_save mirageA' 'annotation_save mirageB' and you could load them with alias commands, alias mirageA "annotation_load mirageA" bind p mirageA (or just type mirageA in console) etc
hi bird, there used to be a map made by zool in csgo named "training - situation" where bots actually feel smart, we see a similar thing on the aim_rush map in cs2 (where they wouldn't push you 1by1) i know there's a cfg for each bot but maybe you could make a vid to configure that ?
Just a question, do these map guides show in non practice servers? Just wondering since it seems it be really nice if there was a way to use them in a live game, maybe not competitive matches but casual matches where people are getting into the game/not try Harding.
bro, i am working on a practice.cfg, it has pre bind lineup smokes, precise T and CT spawn, only made in .cfg, if you wan't i can share it and explain it to you
if you keep it enabled, the grenade trails stack on top of each other and become really hard to see where you're aiming if trying to prac multiple lineups or discover a new one. so it removes the bloom on the lines that are normally there. but it also has a secondary effect of making mollies have no glow so they look cooked
if u want also you can bind all of these actions (specifically lines) to commands, but you probably shouldn't for nades because you need to name them, unless you plan on naming them in the text editor. the sky's the limit though
you’re such a good boy
stop stop
can I get joi guides
bro STOP pls
@@1bird_d>_< my fault gvng🖤:3
Bro is down bad
LOL
you spelled joy wrong.
Pro tip: Load the map in casual mode so you can skip the Avengers cinematic at the start :)
Just wanted to say I love these vids, Nartouthere and those other guys give you the more surface level nades but I love the deeper dives into features and updates that people skim over. Even after 7K hours I still learn new shit and I WILL be gatekeeping this as much as possible. Good job dude Godbless (even though I’m a brainrotted mirage-inferno-dust enjoyer)
the display text can be multilingual, and only need to use strings starting with #, such as "#smoke_ct",create a json file named test_english.json,test_japanese.json,and the content is {"smoke_ct":"balabala",},it will load the language file you are using
now i am thinking of creating a map guide for all my linesups for all active maps to share with my friends to practice. Because i know a lot of smokes for all maps but cant throw all of them myself because my mates normally never know any nades. Maybe i also start to make some youtube tutorials beacuse some of the nades i found out myself.
Gotta hand it to valve, they did a nice job adding this annotation system
Now they just need a real UI for it and everybody will use it
@SkylerAk they could do that rather easily I think, they've got the staff. Dunno if they would tho, might just leave it to the fans to sort as usual 😭
this is some really cool stuff, cant wait to see what comes of all these new features in like a year or so
Valve deciding to use a json like format for the nodes is awesome, human readable and editable format for even finer control, and someone could create a mod to autogenerate the files for you with a real UI even if valve never made one.
vscode is open,,,,,,, cooked..,,,,,,,,,,
lock in ))
If not for the limit you could quite literally just, draw a 3d model and make a really solid entrying guide using this, so you could just put 3d stickmen places, and it'd be a great way for new players to actually learn the common spots to hold.
yeah you could make a wireframe and copy paste it with a script to move all of the points to a certain offset, or use a master node and offset the points from there
@@1bird_d I'm really hoping that they'll either get rid of that limit or there will be some hacky way to get around it because there's seriously a whole lot new possibilities with that system, if not for the, at least seemingly, arbitrary limitation
always a good day to watch 1bird videos
3:09 This limitation to 100 annotations really annoys me. You can use annotation_append to load a second file, but it will be ignored if it would exceed the limit. If you find a workaround, please let me know.
Regardless, thanks for the detailed explaination!
Amazing video! Thank you for explaining all of this! I read in the patch notes they added something like this, but I thought it would be way worse implementation that you would have to have like hammer or something like this. W Bird W Valvo
The goat made exact video I've been looking for
From my comment on the last video about this, I didn’t even have time to try it myself, but our guy already came through. :))
Aand still no comments on the damage prediction stuff-or is a video on that coming too?
it's extremely complicated and im waiting for valve to update their system before i get myself and others involved in analyzing it. most of what i do is based on months of research from others compiled into my own knowledge then explained in a video (im not a leech), so it takes a while. my initial reaction is to leave it off if you have an unstable connection or high (>50) ping and leave it on if you have a really solid connection with low jitter. Also from what i can tell, network jitter and changes in ping seem to have the biggest effect on if it bugs out or not, which makes sense as the lag compensation system can't predict if your ping is going to spike at any given moment
You’re the goat for making a tutorial on this very cool !
This guy does it all
Hi! Great stuff. I was wondering is it true that you can only make 33 nades per map, like you said at the end of the video? I mean you can "annotation_load filename", so couldn't you just make about 33 nade per files? For example Mirage_A_exec_nades and Mirage_B_exec_nades that both can hold 33 lineups.
yes that is what i was getting at, you can make as many text files as you want. 'annotation_save mirageA' 'annotation_save mirageB' and you could load them with alias commands,
alias mirageA "annotation_load mirageA"
bind p mirageA
(or just type mirageA in console)
etc
0:00 me thinking i could do this 4:30 me realising i'm out my depth
Wow seems really powerful, valve really cooked with this one.
10:30 "Hold D, then jumpthrow"
I dont see where that text ended up that you typed in. The aim instructions are still blank.....??
hi bird, there used to be a map made by zool in csgo named "training - situation" where bots actually feel smart, we see a similar thing on the aim_rush map in cs2 (where they wouldn't push you 1by1)
i know there's a cfg for each bot but maybe you could make a vid to configure that ?
Kudos to Valve for implementing qol features.
Just a question, do these map guides show in non practice servers? Just wondering since it seems it be really nice if there was a way to use them in a live game, maybe not competitive matches but casual matches where people are getting into the game/not try Harding.
No I don’t think so, since you need the sv command enabled in order to see them
10k qna?
perhaps
bro is so cracked
cs2 so advanced you need visual studio code to safe nades
"you get so used to it, I don't even see the code"
do you know if there is a way to chance the grenade-type to also make line ups for flash and molotovs?
this is fucking dope, thanks man. it would be so cool if we could edit the destination node radius for more precise grenades
DistanceThreshold = xx in the destination node
i got racks now bird ❤
Ok this is pretty cool
thanks for the tutorial
Great video thanks
bro, i am working on a practice.cfg, it has pre bind lineup smokes, precise T and CT spawn, only made in .cfg, if you wan't i can share it and explain it to you
does anyone know if you have your friend load into your map if they can see your annotations? or do you have to send them the txt file
you need to send the file to them, yes. there is no workshop for this, but the text files are obviously very small and you can import hundreds of them
valve really stealing nade helper out here
can you slap me like you slap your enter key?
pause
how much an hour? im not talking coaching 😘
i sent this to valve so that they can do cache faster
ffs if they implement a paywall for 100+
valve don't do p2w, they might up the node limit above 100 later
wearing gloves for once
this is gonna take my edge :((((
r_csgo_effects_bloom false.What is this for?
changes the mollies i think so it's easier to see in a video
if you keep it enabled, the grenade trails stack on top of each other and become really hard to see where you're aiming if trying to prac multiple lineups or discover a new one. so it removes the bloom on the lines that are normally there. but it also has a secondary effect of making mollies have no glow so they look cooked