• [TOOL][WEB] MvMWaves - Custom MvM Wave Generator
    133 replies, posted
I managed to get it working,Lots of LOL where had,thanks pal. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=93677251&insideModal=1[/url]
[QUOTE=rickstain;37513777]anything over a 1000 seems to crash the game...[/QUOTE] it didnt crash, just nothing spawned, but when i had 101, they were all invincible
The reason persian demoknights are invincible is the fact that bots are constantly being resupplied with more ammo. The Persuader converts this to health, ergo they get absolutely insane health regen. Only way to counter this is to deal as big of a spike damage as possible such as kritzed scottish resistance trap or a well-placed headshot. If their health is at like 5000, there is no hope for you. Although it's an interesting challenge, I made a single wave mission with 100 demoknights spawning in waves of 15 and having persuaders, boots and screen shield. It was funny seeing everyone except me struggle with them. (I had kritzed Loch-n-Load so i oneshotted them, countering their regen)
the "Hold fire until fully loaded" Attribute made me think that they would hold down the fire button, so unknowingly, i made beggar's bazooka solly's, and they gave me the stare, but not much else [editline]2nd September 2012[/editline] Also, i reccomend Using a different font when naming robots, one that supports capital letter, because the caps are ingame, but you cant tell them apart on the site
What does the "Active (Class)" Mean
[QUOTE=RandomSpy;37522366]What does the "Active (Class)" Mean[/QUOTE] the ammount of that class is active at 1 time
Needs a load option.
can you make it so the robots get kicked on death without setting the option thing
Spy has a broken weapon selection
windows098 - a load option will be added when the generator has every variable added to it so they can be rendered properly RandomSpy - why? i don't understand the need for this sorry spencecool - if you mean that it shows no weapons in primary that isn't broke its just spys don't have primary weapons
[QUOTE=rickstain;37548276] RandomSpy - why? i don't understand the need for this sorry [/QUOTE] if they dont get kicked the other robots cant spawn
[QUOTE=RandomSpy;37548532]if they dont get kicked the other robots cant spawn[/QUOTE] Bots Change Classes and Names upon death if they don't reappear as the same Type of Robot.
[QUOTE=rickstain;37548276] spencecool - if you mean that it shows no weapons in primary that isn't broke its just spys don't have primary weapons[/QUOTE] Umm no?.wav Primary = Revolver Secondary = Knife Melee acts as cloak and PDA slot, which is the sapper
[QUOTE=spencecool;37569813]Umm no?.wav Primary = Revolver Secondary = Knife Melee acts as cloak and PDA slot, which is the sapper[/QUOTE] its actually, secondary - revolver melee - knife pda - cloack pda2 - watch building - sapper spies don't have a primary weapon
i hate double posting but the generator has now been updated [B]Beta 0.7[/B] --[B][A][/B] Drag and drop simply drag the enemy to the wave to add it to that wave --[B][A][/B] Basic Missions!!! --[B][A][/B] Unlimited Waves, no longer limited to 22 :P --[B][A][/B] Remove Wave Option --[B][A][/B] Remove Mission Option --[B][A][/B] Sentry Bots --[B][A][/B] Default Enemies (valve templates) --[B][A][/B] Push Behaviour modifier --[B][A][/B] Multiple enemies of the same type in a single wave ;) --[B][A][/B] Store all custom created enemies, for that session only, for easy access and multiple use --[B][C][/B] User Interface, hopefully easier to use? --[B][F][/B] Bug that prevented spaces in names --[B][F][/B] Formatting Bug, files now look right even in notepad --[B][R][/B] Duplicate Pyrovision Goggles --[B][R][/B] Duplicate Champ Stamps [B]Key[/B] [B][A][/B] - Added [B][C][/B] - Changed [B][F][/B] - Fixed [B][R][/B] - Removed
The custom mob creator assigns the mobs strange icons. Medics get sandman icons, scouts get sniper icons, Pyro Sydney sleeper and Heavy scouts. Also, a lot of the new features are unexplained such as Scale, View Distance and behaviour. And there's no feature to edit or remove custom mobs. And custom mobs replace default mobs. And you can only make about five or so.
[QUOTE=rickstain;37574379]spies don't have a primary weapon[/QUOTE] Scout's mom says otherwise...
To be honest, this new UI Design is really buggy. I feel like there's more restrictions then before, despite the fact that this made headway for freedoms in other formats. I haven't found a way to remove, say, Scouts from waves, because either there's no option or the UI is just confusing. Plus, I lack the ability to delete or even edit types of bots, meaning if I generate a Fan O War bot for example, I can't go back and change his health afterwards without deleting him and making a new type of bot, leaving the old one still in the pack of options.
[QUOTE=Lium;37575518]The custom mob creator assigns the mobs strange icons. Medics get sandman icons, scouts get sniper icons, Pyro Sydney sleeper and Heavy scouts. Also, a lot of the new features are unexplained such as Scale, View Distance and behaviour. And there's no feature to edit or remove custom mobs. And custom mobs replace default mobs. And you can only make about five or so.[/QUOTE] what browser are you on? everything is working as intended in firefox chrome and opera latest releases! I assumed they were self explanatory... Scale - size of the enemy View Distance - how far the enemy can see Behaviour - idle stands around until touched or hurt, mobber chases down a random player regardless of where they go, push runs for the end point then comes back and attacks i was toying with the idea to add an edit button but felt it was not necessary as the enemies are so easy to create but, I was perhaps thinking of maybe a modify button in that it uses the selected enemy as a basis for a new one? custom mobs don't replace default mobs, just click on the default tab and the defaults re-appear same with custom, same way you create waves and missions. as for making five or so... i have just created 12 without hassle so may be browser specific... i guess some sort of guide is needed to be written [QUOTE=NateDude;37576174]To be honest, this new UI Design is really buggy. I feel like there's more restrictions then before, despite the fact that this made headway for freedoms in other formats. I haven't found a way to remove, say, Scouts from waves, because either there's no option or the UI is just confusing. Plus, I lack the ability to delete or even edit types of bots, meaning if I generate a Fan O War bot for example, I can't go back and change his health afterwards without deleting him and making a new type of bot, leaving the old one still in the pack of options.[/QUOTE] granted its not perfect, it was built with the newly created freedoms in mind, i.e potentially unlimited bots, waves, missions. like the previous versions this is very much work in progress that being said i do feel that it looks nicer and the option to remove or edit an enemy within a wave can be added, its not currently available. deleting and editing bots was left out for that very reason i personally felt that i could have several of the same enemies with just different health or scales. I am currently sorting it out so that you can hover over an enemy and an overview will pop up for that enemy, which should make it easier. like i mentioned above rather than an edit, it would edit every enemy of that type included in the wave, have a modify option allowing for the user to create an enemy based on another which would allow for the easy changing of things. or when a user has created the enemy with a particular loadout they like and have dragged it to the wave, have an option to double click the icon to allow the user to overwrite all variables but the items? i haven't decided yet... as ive said very much work in progress, so may even change again, but thanks for the valuable feedback :D
You cant delete bots... :suicide:
[QUOTE=rickstain;37576236]what browser are you on? everything is working as intended in firefox chrome and opera latest releases! I assumed they were self explanatory... Scale - size of the enemy View Distance - how far the enemy can see Behaviour - idle stands around until touched or hurt, mobber chases down a random player regardless of where they go, push runs for the end point then comes back and attacks i was toying with the idea to add an edit button but felt it was not necessary as the enemies are so easy to create but, I was perhaps thinking of maybe a modify button in that it uses the selected enemy as a basis for a new one? custom mobs don't replace default mobs, just click on the default tab and the defaults re-appear same with custom, same way you create waves and missions. as for making five or so... i have just created 12 without hassle so may be browser specific... i guess some sort of guide is needed to be written feedback :D[/QUOTE] I'm using Chrome. How big and how small can the scales be? How near and how far can the view distance be?
I kinda liked the smiplcity of the old UI, and i found it easyier to make modes with it, maybe a button to change it back? But still, Good work!
[QUOTE=rickstain;37575166] --[B][A][/B] Sentry Bots[/QUOTE] Does this mean you got the sentry spawner to work, or did you mean something else? If it's the former, then may I ask how? I'd been trying to pull that off for ages! (Sorry to not just check the mission files, but I don't see a "building" option on the site, or anything else "sentry bot" could refer to) e: also! [QUOTE]I'm using Chrome. How big and how small can the scales be? How near and how far can the view distance be? [/QUOTE] They seem to be unlimited on both the game and site, you should consider around "2.5" to be the maximum scale for most situations. Any higher, and you run the risk of making bots too large for maps. 3 tends to make 'em unable to even leave the spawn, instead getting caught behind a rock or something. Shouldn't be a problem if you're willing to experiment with certain spawnpoints, though.
what does the "Length" and "Desired count" Do
I know it must be tricky to code and such, but we really need a remove Bot button. [editline]9th September 2012[/editline] Also I can't seem to switch between multiple bots in a wave. I'm stuck on the most recently added bot. [editline]9th September 2012[/editline] Fuck now I really wish I could go back and edit other bots, I just set an entire onslaught of bots in a total of 3 waves on Expert before I realised
@SlickBlade try out the latest release, this has now been added @RandomSpy length is the length of the mission and desired count is the amount of enemies the mission produces new update :) as always let me know what you think and any bugs you find full changelog [B]Beta 0.8[/B] --[B][A][/B] Advanced Option in settings --[B][A][/B] Ability to fix the respawn timer --[B][A][/B] Add sentry buster when sentry damage exceeds option --[B][A][/B] Add sentry buster when sentry kill count exceeds option --[B][A][/B] Ability to remove enemy from wave --[B][A][/B] Support for browsers where drag and drop isn't working, just click on then enemy you want to add and then click add to wave --[B][F][/B] Enemy option changing --[B][F][/B] Bug that broke the ui
[QUOTE=rickstain;37613684][B]Beta 0.8[/B] --[B][A][/B] Ability to remove enemy from wave --[B][F][/B] Enemy option changing --[B][F][/B] Bug that broke the ui[/QUOTE] Thank you very much <3 [editline]12th September 2012[/editline] I noticed, if you delete a wave then add a new one, it skips the order. Say I deleted wave 4 then clicked Add Wave. Wave 1 Wave 2 Wave 3 Wave 5 I dunno if it'll screw up the game or not
[QUOTE=SlickBlade;37639454]Thank you very much <3 [editline]12th September 2012[/editline] I noticed, if you delete a wave then add a new one, it skips the order. Say I deleted wave 4 then clicked Add Wave. Wave 1 Wave 2 Wave 3 Wave 5 I dunno if it'll screw up the game or not[/QUOTE] no wont effect the way the game is its just to do with the way everything is stored, and prevents duplicates should also allow for me to be able to add an hide wave option at a later date if people want something like that :D also [B]Enemies are now truly customisable[/B] updated to add probably one of the most requested features character attributes :D, you can now set all 400+ attributes however some don't work, some may crash your game, some are really cool :D the way it is at the moment is just temporary until we fully understand the limitations etc, i already know for example that the maximum speed increase is 2 which equates to 200% to slow the bot down put in 0.x with x being 1-9 example 0.5 is a 50% walking speed. there are approx 30 particle effects! some elements like "cannot pick up intelligence" are either 1 or 0 1 being on 0 being off. Some are character specific, most of these are self explanatory. any help in reducing this list would be much appreciated. full change log [URL="http://mvmwaves.com"][B]Beta 0.9[/B][/URL] --[B][A][/B] Character Attributes - [B][U]EXPERIMENTAL!!![/U][/B] --[B][A][/B] Cancel enemy creation --[B][F][/B] Bug that broke the ui enjoy
There is something wrong, bots are insta killing on one hit, and snipers does not snipe at all.
You still dont have the new hats in, and i think this new layout is alot more confusing than the older, simpler one
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