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What I currently know about MvM.  Thread Tools Reply
Old 08-16-2012, 11:59 AM   #1
Untouch
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Default What I currently know about MvM.


I'll be editing this as I find out more crap.

Everything is handled in a .pop file.
To get your map to work with MvM you need a [YOUR MAP].pop file (I just copied the coaltown .pop file and renamed it).

Put it in the tf/scripts/population folder.

You need the game logic as well, put tf_logic_mann_vs_machine in your map.
This enables MvM on your map, but for some odd reason, it won't spawn bots.

To fix this you need a .nav mesh (which you'd need anyways, but it's a requirement.)

MvM is now enabled on your map!
There's much more, but this is the basics, you can edit the .pop file.


More crap.

The tank boss is called.. tank_boss, I don't really know how it works too well though.

You can spawn money, the entity is called tf_currencypack_small/large/medium.
Small gives 5, large gives 25, assuming medium gives 10.

You CANNOT use the upgrade station outside of MvM, even if you have currency, it doesn't apply the changes. You NEED to be in MvM for it to work.
 
Last edited by Untouch; 08-18-2012 at 03:09 PM.
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Old 08-16-2012, 12:03 PM   #2
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Default What I currently know about MvM.


very interesting

though not exactly user friendly
 
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Old 08-16-2012, 12:13 PM   #3
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Default What I currently know about MvM.


You should check the example file, it's extremely well documented.
 
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Old 08-16-2012, 01:40 PM   #4
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Default What I currently know about MvM.


Found out how to make it work.
I'll re-write it to just get it working.
 
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Old 08-16-2012, 01:53 PM   #5
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Default What I currently know about MvM.


well they just updated sourcesdk, but now hammer crashes
 
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Old 08-16-2012, 02:12 PM   #6
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Default What I currently know about MvM.


Quote:
// A template for a TFBot entry that creates a Natascha wielding Heavy
Wait wait wait... does this mean normal TF2 bots can now use unlocks too? Like Natascha, Huntsman, Targe etc...?

Quote:
CharacterAttributes // same attributes as those listed in items_master.txt
{
"move speed bonus" "3"
"dmg from sentry reduced" "0.8"
}
Oh man you can apply wearer attributes to the spawned bots. This is pretty neat

Quote:
StartWaveOutput // when this Wave becomes active, fire an output to the given target entity
{
Target MyNamedEntity // the mapper-specified name of an entity
Action OnTrigger // the action to send to the entity
}
And the wave can send an output to entities when it starts or ends. Yeah this is surprisingly flexible considering how hardcoded many additions have been
 
Last edited by Trotim; 08-16-2012 at 02:19 PM.
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Old 08-16-2012, 02:34 PM   #7
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I just hope we can use those bots without tf_logic_mann_vs_machine
 
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Old 08-16-2012, 02:46 PM   #8
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There's mvm_upgrades.txt too: http://pastebin.com/mcTFKCkT

Does this mean you can replace the file on your server and have different upgrades...? The upgrade definitions are very modular.
 
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Old 08-16-2012, 02:48 PM   #9
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Default What I currently know about MvM.


IDK but I want an upgrade panel allowing 'purchases' of items for the base, i.e. permanent level 1 sentry near bomb hole, add a bridge at x location, add health/ammo at x location, permanently reroute tanks through longer segment, etc... Put the emphasis on the fortress in team fortress

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Old 08-16-2012, 03:47 PM   #10
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Default What I currently know about MvM.


I've messed around and you CAN edit the giants and normal bots.
 
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