How To Edit And Create Custom Waves For Team Fortress 2 Mann VS Machine
100 replies, posted
...so, can you kinda... "force" an Engineer bot with this? I'm sure you can't, but I'm wondering how far the possibilities can go.
tf\scripts\items\mvm_upgrades.txt
Lets you modify weapon upgrades and cost.
[QUOTE=Skunkrocker;37314011]...so, can you kinda... "force" an Engineer bot with this? I'm sure you can't, but I'm wondering how far the possibilities can go.[/QUOTE]
Really not sure. I never attempted that. You might be able to give a bot the PDA, I'm not sure if it would A) work or B) they would know what to do with it.
[editline]19th August 2012[/editline]
[QUOTE=4RT1LL3RY;37314470]tf\scripts\items\mvm_upgrades.txt
Lets you modify weapon upgrades and cost.[/QUOTE]
Oh nice I didnt know that.
[QUOTE=Skunkrocker;37314011]...so, can you kinda... "force" an Engineer bot with this? I'm sure you can't, but I'm wondering how far the possibilities can go.[/QUOTE]
I think it would be easier to take the ordinary bot AI and somehow merge it with MvM
Nice, I created my first wave and its an all heavys wave :)
[QUOTE=haze130295;37316054]Nice, I created my first wave and its an all heavys wave :)[/QUOTE]
Cool stuff!
When creating custom giant bots, name them T_TFBot_Giant_XXX.
The gamemode seems to recognize the Giant in the name as a prefix and scale them accordingly.
[QUOTE=4RT1LL3RY;37314470]tf\scripts\items\mvm_upgrades.txt
Lets you modify weapon upgrades and cost.[/QUOTE]
Not related, but as far as I can tell, there are 3 unused upgrades
First one upgrades your sentry's range
[QUOTE]// "17.1"
// {
// "attribute" "engy sentry radius increased"
// "icon" "achievements/tf_engineer_manual_sentry_kills_beyond_range"
// "increment" "0.15"
// "cap" "1.6"
// "cost" "300"[/QUOTE]
Second one gives you (and only you) more money on pickup
[QUOTE]// "10"
// {
// "attribute" "currency bonus"
// "icon" "achievements/tf_heavy_fire_lots"
// "increment" "0.051"
// "cap" "1.15"
// "cost" "200"[/QUOTE]
Third one regenerates your ammo by some percent every 5 seconds
[QUOTE]// "7"
// {
// "attribute" "ammo regen"
// "icon" "achievements/tf_soldier_achieve_progress2"
// "increment" "0.03"
// "cap" "0.12"
// "cost" "250"[/QUOTE]
Maybe they were too overpowered to be put in-game, but they could have removed the Soda Popper while they were at it.
I will try to make them available, and I'll post some results after
EDIT: All three unused upgrades are working flawlessly, except the ammo regen can't be bought for engi, probably because there was no space left for the upgrade.
[QUOTE=Recurracy;37316758]When creating custom giant bots, name them T_TFBot_Giant_XXX.
The gamemode seems to recognize the Giant in the name as a prefix and scale them accordingly.[/QUOTE]
As far as I understood it bot presets are automatically giant no matter the name if not set to spawn as a swarm.
All that matters there is how you spawn them in, unless you over-ride the scale or such.
I made a custom mission, but it doesn't seem to work on listen servers. If I try to vote into my special mission, it just defaults to another one.
[QUOTE=AkujiTheSniper;37317389]I made a custom mission, but it doesn't seem to work on listen servers. If I try to vote into my special mission, it just defaults to another one.[/QUOTE]
does tf_mvm_popfile not work?
-fixed-
aren't the .pop files .bsp based?
[QUOTE=GameDev;37317828]aren't the .pop files .bsp based?[/QUOTE]
Not really. THere's a few spawn points that may make them so, but I believe Valve named all like spawn points identically across all maps. The only way they are "dependant" now that the syntax has to be mvm_<mapname>_ to appear in that map listing of missions.
Digging through some of these files makes me sad.
[code] // No Anim - NO NOT USE
// T_TFBot_Sniper_Jarate
// {
// Class Sniper
// Name "Jarate Master"
// Skill Easy
// ClassIcon sniper_jarate
// Item "Jarate"
// //Item "Master's Yellow Belt" // doesn't appear on robot models
// Item "Desert Marauder"
// WeaponRestrictions SecondaryOnly
// CharacterAttributes
// {
// "effect bar recharge rate increased" 0.1
// }
// }[/code]
A jarate master robot would have been really cool.
[QUOTE=Arkei;37318971]Digging through some of these files makes me sad.
[code] // No Anim - NO NOT USE
// T_TFBot_Sniper_Jarate
// {
// Class Sniper
// Name "Jarate Master"
// Skill Easy
// ClassIcon sniper_jarate
// Item "Jarate"
// //Item "Master's Yellow Belt" // doesn't appear on robot models
// Item "Desert Marauder"
// WeaponRestrictions SecondaryOnly
// CharacterAttributes
// {
// "effect bar recharge rate increased" 0.1
// }
// }[/code]
A jarate master robot would have been really cool.[/QUOTE]
Ya if only there had been an animation for it! I'm sure someone could make one though.
Making my own wave and got errors.
This is my code for the wave: [url]http://pastie.org/4552996[/url]
And these are the errors: [url]http://pastie.org/4553063[/url]
Help would be appreciated.
You need to make sure you encode it as ANSI.
[editline]20th August 2012[/editline]
[QUOTE=Lik;37319800]Making my own wave and got errors.
This is my code for the wave: [url]http://pastie.org/4552996[/url]
And these are the errors: [url]http://pastie.org/4553063[/url]
Help would be appreciated.[/QUOTE]
You didn't close WaveSchedule.
So, idea. Halloween waves. Robots of each class using the Halloween costumes.
Scouts use the Wrap Assassin in their mummy outfit. They are very vulnerable to fire.
Soldiers use the Cow Mangler as robots disguised as robots.
Pyros use the RIFT axe in their devil costume.
Demomen use the Splendid Screen in their werewolf costume.
Heavies in their frankenstein outfit are followed by Quick Fix medics
Engineers... maybe they could use the gunslinger and be vulnerable to melee (like swatting a fly)
Medics use the Halloween set with the Quick-Fix with heavies.
Snipers use their vampire hunter outfit.
Spies in their invisible man outfit could use the spycicle to aid in hiding.
Generic bots could include bots with Saxton Hale masks, the Skull hats and the Voodoo Juju, etc.
Perfect for Halloween.
Look around with my code and noticed some misplaced curly brackets and fixed them, the errors went away but now nothing spawns, the round goes to round start and ends instantly.
Here is my wave's code (again)
[url]http://pastie.org/4553396[/url]
Anyone figure out why sometimes the waves never end? It's like there is one robot that hasn't been killed, but everyone HAS been killed.
[QUOTE=TheSporeGA;37320610]Anyone figure out why sometimes the waves never end? It's like there is one robot that hasn't been killed, but everyone HAS been killed.[/QUOTE]
I had this bug once.
I eventually found that one scout was running around my server being annoying and nothing else wanted to spawn until we killed him.
[QUOTE=mrsal511;37320885]I had this bug once.
I eventually found that one scout was running around my server being annoying and nothing else wanted to spawn until we killed him.[/QUOTE]
Well we checked around many times and didn't see anyone.
I'm creating a mission where there's one Scout (out of a ton) with the duffelbag and a lot of health, but drops a ton of loot.
[QUOTE=PSI Guy;37320332]Scouts use the Wrap Assassin in their mummy outfit. They are very vulnerable to fire.
[/QUOTE]
Adding on to this, what if they "unraveled" as they moved, getting slower and possibly having a particle effect for it. It'd be neat to have scouts you can't keep up when they spawn, but can catch up to later.
[QUOTE=PSI Guy;37320332]So, idea. Halloween waves. Robots of each class using the Halloween costumes.
Scouts use the Wrap Assassin in their mummy outfit. They are very vulnerable to fire.
Soldiers use the Cow Mangler as robots disguised as robots.
Pyros use the RIFT axe in their devil costume.
Demomen use the Splendid Screen in their werewolf costume.
Heavies in their frankenstein outfit are followed by Quick Fix medics
Engineers... maybe they could use the gunslinger and be vulnerable to melee (like swatting a fly)
Medics use the Halloween set with the Quick-Fix with heavies.
Snipers use their vampire hunter outfit.
Spies in their invisible man outfit could use the spycicle to aid in hiding.
Generic bots could include bots with Saxton Hale masks, the Skull hats and the Voodoo Juju, etc.
Perfect for Halloween.[/QUOTE]
I considered doing such a thing. It wouldn't be hard at all, sans testing. These are just tf_bots in essence, so they are seen as players. Halloween restrictions still apply.
But, once again, it's doable and I wouldn't mind doing it for NotLU 2. But tell me, first. What would you guys rather see? The same missions that already exist with Halloween costumes on the players (Agree) or new missions with costumes on the players (Disagree).
If I do new missions, I may not even get one done for all existing maps. If I do old missions, I can likely manage all the missions in Halloween costumes.
[editline]20th August 2012[/editline]
[QUOTE=SL128;37321596]Adding on to this, what if they "unraveled" as they moved, getting slower and possibly having a particle effect for it. It'd be neat to have scouts you can't keep up when they spawn, but can catch up to later.[/QUOTE]
The dynamics of the attribute are more complex than its worth. Additionally, the idea of unraveling is nice. The particle system would be easy enough, but attaching it dynamically to different bones would not be easy at all.
I can't found robot's classicons. Where are they?
[QUOTE=Devozade;37317280]As far as I understood it bot presets are automatically giant no matter the name if not set to spawn as a swarm.
All that matters there is how you spawn them in, unless you over-ride the scale or such.[/QUOTE]
No, I made several bot templates and they were all normally scaled, they were named T_TFBot_Joop. I made just one called T_TFBot_Giant_Joop without setting scale parameters, and it was instantly giant.
[editline]20th August 2012[/editline]
[QUOTE=TheSporeGA;37321405]Well we checked around many times and didn't see anyone.[/QUOTE]
I have this exact same problem. Pastebin a snippet of your first wave, please.
[QUOTE=PSI Guy;37320332]So, idea. Halloween waves. Robots of each class using the Halloween costumes.
Scouts use the Wrap Assassin in their mummy outfit. They are very vulnerable to fire.
Soldiers use the Cow Mangler as robots disguised as robots.
Pyros use the RIFT axe in their devil costume.
Demomen use the Splendid Screen in their werewolf costume.
Heavies in their frankenstein outfit are followed by Quick Fix medics
Engineers... maybe they could use the gunslinger and be vulnerable to melee (like swatting a fly)
Medics use the Halloween set with the Quick-Fix with heavies.
Snipers use their vampire hunter outfit.
Spies in their invisible man outfit could use the spycicle to aid in hiding.
Generic bots could include bots with Saxton Hale masks, the Skull hats and the Voodoo Juju, etc.
Perfect for Halloween.[/QUOTE]
Speaking of Halloween, is it possible to spawn ghost, the Horseless Headless Horsemann, and MONOCULUS in MVM? They obviously won't be able to follow the path or carry the bomb, but it would be fun to deal with them while the bomb comes in.
[QUOTE=VernoGuy;37326502]Speaking of Halloween, is it possible to spawn ghost, the Horseless Headless Horsemann, and MONOCULUS in MVM? They obviously won't be able to follow the path or carry the bomb, but it would be fun to deal with them while the bomb comes in.[/QUOTE]
Not sure but that would be cool!
Sorry, you need to Log In to post a reply to this thread.