How To Edit And Create Custom Waves For Team Fortress 2 Mann VS Machine
100 replies, posted
[QUOTE=Gamemaster1379;37322039]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]
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.[/QUOTE]I didn't mean actually changing bones or anything, just a particle effect with small bits of wrapping coming off to show what's supposed to be happening, and a slow down effect over time.
[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]
Yeah, I could spawn them without crashing the game. [sp]I made the robots fight HHH's 3 clones[/sp]
Is there a size multiplier?
[QUOTE=Renim;37331559]Is there a size multiplier?[/QUOTE]
in TFBot, type:
Scale 1
Less than 1 = smaller character, More than 1 = larger character
Try not to make your size too big or else they could get stuck in walls.
[QUOTE=AkujiTheSniper;37331804]in TFBot, type:
Scale 1
Less than 1 = smaller character, More than 1 = larger character
Try not to make your size too big or else they could get stuck in walls.[/QUOTE]
Thanks.
[QUOTE=NateDude;37307869]
Also
[quote]
[b]Evicted[/b]
80 Half-Scale Eviction Notice Heavies
[/quote]
but I'll do it tommorow[/QUOTE]
Way ahead of you.
[QUOTE][B]Reign of Fire[/B]
1 Gigantic 5000HP Heavy with:
+1000% resistance to ranged attacks (Basically want him to be invulnerable to bullets)
+500% vulnerability to melee attacks (Take a lot of damage from melee)
Uses the Huo-Long Heater[/QUOTE]
I don't know if it's possible for bots to only use a certain fire mode, but here's my idea for a boss wave
[QUOTE=Recurracy;37325852]
I have this exact same problem. Pastebin a snippet of your first wave, please.[/QUOTE]
[url]http://pastebin.com/TUYMWwCK[/url]
Yes you have to kill 100 melee heavies.
So I found out if you use the attach particle effect system on the characterattribute field, it will attach.
...To EVERYTHING
[quote][img]http://cloud-2.steampowered.com/ugc/540684054148633372/3BAEB965BDB855FCFA4597D8A43923914670C63B/[/img]
[/quote]
That actually looks pretty badass.
[QUOTE=Gamemaster1379;37333652]So I found out if you use the attach particle effect system on the characterattribute field, it will attach.
...To EVERYTHING[/QUOTE]
So what would I write to do this or something similar?
Would one be able to paint hats and miscs attached to bots? I wanna make my loadout for the bots but I need them hats to be Operator's Overalls.
I'm making a bunch of tiny ant minions. They're incredibly annoying.
Here is a script I made for a snark type enemy (you know the ones from Half-Life that run up to you and explode?)
[code]
T_TFBot_Snark
{
Class Demoman
Skill Expert
Name "A Hungry Snark"
Health 30
Scale 0.4
Item "The Chargin' Targe"
Item "The Ullapool Caber"
WeaponRestrictions MeleeOnly
BehaviorModifiers Mobber
CharacterAttributes
{
"damage penalty" 0.25
"fire rate bonus" 0.6
"move speed bonus" 1.4
"charge recharge rate increased" 5
"charge time increased" 5
}
}[/code]
Pretty simple. It has 30 health, goes about the same speed as a Baby Face Blaster Scout, and is extremely tiny. It'll hunt you down, and when it hits you it blows up. It's really funny watching them charge all over the map.
EDIT: After testing this it turns out the damage for the caber isn't reduced... As I was testing this I was standing on top of a rock and one Demo flew into the air and 1HKO'd me mid air.
If you give robot scouts the fish melee weapon, does it keep track of how many times they hit you with it?
[QUOTE=helpiminabox;37337880]If you give robot scouts the fish melee weapon, does it keep track of how many times they hit you with it?[/QUOTE]
I got fish killed once by a robot scout. :(
9500 posts yay
[QUOTE=Inigo Montoya;37337186]
EDIT: After testing this it turns out the damage for the caber isn't reduced... As I was testing this I was standing on top of a rock and one Demo flew into the air and 1HKO'd me mid air.[/QUOTE]
The damage penalty only affects the actual hit, not the explosion. Add a blast damage penalty.
[QUOTE=Arkei;37340184]The damage penalty only affects the actual hit, not the explosion. Add a blast damage penalty.[/QUOTE]
I looked for one like that but couldn't find it.
I'm thinking of making a wave exclusively for Medieval mode. I'm still debating whether or not to make the bots immune to bullets, explosives, etc. or to force people to have Medieval mode enabled to play. The advantage of not enabling Medieval is you can let bots use other weapons outside the whitelisted medieval ones, and classes like Pyro can use their flare gun and an Engineer can build his buildings for added fun. However, without medieval enabled there are no small health packs dropped from enemies, which hurts melee users a lot. I guess there is still the health on kill upgrade so I shouldn't worry about that much, but Pyros using the Axtinguisher combo can maim enemies easily...
Anyone finish an endless mode?
I've been struggling with adding bot populations to maps. The example population file says that you need a tf_populator entity in the map, but I can't add it with hammer (and can't find it in the mvm example map). Also, I want to add a non-robot population to a non-mvm map, so I hope that works.
I want to create a program for easily creating them. My idea is you load the maps vmf or an existing pop file so that it can grab all of the spawn entities. Then its simple. You create each wave with what spawns when like how you add annotations on a youtube video you can decide when the annotation (mob from the wave) spawns, when it should end, if more then mob will be in the same wave time. exc. I want to make it look that flexible and I already have an idea of how I would do it.
We should all collaborate on a mission with like 100 waves.
[QUOTE=Uglehs;37342614]I want to create a program for easily creating them. My idea is you load the maps vmf or an existing pop file so that it can grab all of the spawn entities. Then its simple. You create each wave with what spawns when like how you add annotations on a youtube video you can decide when the annotation (mob from the wave) spawns, when it should end, if more then mob will be in the same wave time. exc. I want to make it look that flexible and I already have an idea of how I would do it.[/QUOTE]
I like that idea. But also add a area where you can create your own bots. Such as -- A part with a big search area to search for weapons to add for bots. Then you don't have to go searching for the weapons exact name it'l give you it based off your search.
[QUOTE=Ultimatum;37342885]We should all collaborate on a mission with like 100 waves.[/QUOTE]
I'm up for that
[QUOTE=solid_jake;37345473]I'm up for that[/QUOTE]
I would be as well,
Oh god this is gonna be great when some finished mods show up in the (hopefully) near future. I love the scale mods. Custom sounds would only make it better (just scaling the sample speed to the size would probably give hilarious results)
[QUOTE=Number-41;37349495]Oh god this is gonna be great when some finished mods show up in the (hopefully) near future. I love the scale mods. Custom sounds would only make it better (just scaling the sample speed to the size would probably give hilarious results)[/QUOTE]
I released Coaltown highlander, and about to ship the first public release of LittleBigWorks.
[QUOTE=Uglehs;37342614]I want to create a program for easily creating them. My idea is you load the maps vmf or an existing pop file so that it can grab all of the spawn entities. Then its simple. You create each wave with what spawns when like how you add annotations on a youtube video you can decide when the annotation (mob from the wave) spawns, when it should end, if more then mob will be in the same wave time. exc. I want to make it look that flexible and I already have an idea of how I would do it.[/QUOTE]
If you do this I'll love you forever
Seriously
I love it when this community helps out the less mechanically-inclined do cool shit, like the old and not working now Weapon Attribute Modifier.
So, maybe it's a stupid idea, but what would you guys think of a bot wave series that focused on major updates in the past (ie WAR! is primarily soldiers and demos with their update weapons, and so on)
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