1. Post #41
    Devozade's Avatar
    November 2010
    660 Posts
    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.
    does tf_mvm_popfile not work?

  2. Post #42
    Gold Member
    AkujiTheSniper's Avatar
    July 2009
    3,023 Posts
    -fixed-

  3. Post #43
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,354 Posts
    aren't the .pop files .bsp based?

  4. Post #44
    Gamemaster1379's Avatar
    June 2011
    1,115 Posts
    aren't the .pop files .bsp based?
    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.

  5. Post #45
    Arkei's Avatar
    July 2010
    585 Posts
    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
    			// }
    		// }
    A jarate master robot would have been really cool.
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  6. Post #46

    August 2012
    25 Posts
    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
    			// }
    		// }
    A jarate master robot would have been really cool.

    Ya if only there had been an animation for it! I'm sure someone could make one though.

  7. Post #47
    Lik
    Gold Member
    Lik's Avatar
    October 2011
    266 Posts
    Making my own wave and got errors.

    This is my code for the wave: http://pastie.org/4552996
    And these are the errors: http://pastie.org/4553063

    Help would be appreciated.

  8. Post #48
    Gold Member
    Smashman's Avatar
    September 2009
    11,561 Posts
    You need to make sure you encode it as ANSI.

    Edited:

    Making my own wave and got errors.

    This is my code for the wave: http://pastie.org/4552996
    And these are the errors: http://pastie.org/4553063

    Help would be appreciated.
    You didn't close WaveSchedule.

  9. Post #49
    Gold Member
    PSI Guy's Avatar
    March 2009
    4,465 Posts
    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.
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  10. Post #50
    Lik
    Gold Member
    Lik's Avatar
    October 2011
    266 Posts
    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)

    http://pastie.org/4553396

  11. Post #51
    TheSporeGA's Avatar
    January 2010
    5,139 Posts
    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.

  12. Post #52

    August 2012
    25 Posts
    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.

    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.

  13. Post #53
    TheSporeGA's Avatar
    January 2010
    5,139 Posts
    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.
    Well we checked around many times and didn't see anyone.

  14. Post #54
    Gold Member
    AkujiTheSniper's Avatar
    July 2009
    3,023 Posts
    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.

  15. Post #55
    SL128's Avatar
    December 2010
    649 Posts
    Scouts use the Wrap Assassin in their mummy outfit. They are very vulnerable to fire.
    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.

  16. Post #56
    Gamemaster1379's Avatar
    June 2011
    1,115 Posts
    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.
    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.

    Edited:

    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.
    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.
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  17. Post #57
    Gazyi's Avatar
    April 2009
    380 Posts
    I can't found robot's classicons. Where are they?

  18. Post #58
    Gold Member
    Recurracy's Avatar
    August 2009
    11,481 Posts
    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.
    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.

    Edited:

    Well we checked around many times and didn't see anyone.
    I have this exact same problem. Pastebin a snippet of your first wave, please.

  19. Post #59
    VernoGuy's Avatar
    June 2012
    840 Posts
    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.
    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.

  20. Post #60

    August 2012
    25 Posts
    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.
    Not sure but that would be cool!
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  21. Post #61
    SL128's Avatar
    December 2010
    649 Posts
    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.

    Edited:



    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 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.

  22. Post #62
    Gold Member
    Fillmore's Avatar
    June 2010
    1,328 Posts
    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.
    Yeah, I could spawn them without crashing the game.    I made the robots fight HHH's 3 clones   
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  23. Post #63
    Ask me about my vore fetish.
    Renim's Avatar
    February 2012
    1,575 Posts
    Is there a size multiplier?

  24. Post #64
    Gold Member
    AkujiTheSniper's Avatar
    July 2009
    3,023 Posts
    Is there a size multiplier?
    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.

  25. Post #65
    Ask me about my vore fetish.
    Renim's Avatar
    February 2012
    1,575 Posts
    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.
    Thanks.
    Also
    Evicted

    80 Half-Scale Eviction Notice Heavies
    but I'll do it tommorow
    Way ahead of you.
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  26. Post #66
    Gold Member
    solid_jake's Avatar
    November 2007
    15,861 Posts
    Reign of Fire
    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
    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

  27. Post #67
    TheSporeGA's Avatar
    January 2010
    5,139 Posts
    I have this exact same problem. Pastebin a snippet of your first wave, please.
    http://pastebin.com/TUYMWwCK

    Yes you have to kill 100 melee heavies.

  28. Post #68
    Gamemaster1379's Avatar
    June 2011
    1,115 Posts
    So I found out if you use the attach particle effect system on the characterattribute field, it will attach.


    ...To EVERYTHING


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  29. Post #69
    Gold Member
    Lijitsu's Avatar
    September 2009
    7,927 Posts
    That actually looks pretty badass.
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  30. Post #70
    Gold Member
    AkujiTheSniper's Avatar
    July 2009
    3,023 Posts
    So I found out if you use the attach particle effect system on the characterattribute field, it will attach.


    ...To EVERYTHING
    So what would I write to do this or something similar?

  31. Post #71
    Gold Member
    -=NARH=-'s Avatar
    March 2011
    2,550 Posts
    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.

  32. Post #72
    Arkei's Avatar
    July 2010
    585 Posts


    SCIENCE
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  33. Post #73
    Gamemaster1379's Avatar
    June 2011
    1,115 Posts
    So what would I write to do this or something similar?
    Under character attributes

    "attach particle effect" #

    Then use one of the numbers from here

    "1"
    {
    "system" "burningplayer_red"
    }
    "2"
    {
    "system" "burningplayer_flyingbits"
    }
    "3"
    {
    "system" "particle_nemesis_burst_blue"
    "attachment" "muzzle1"
    }
    "4"
    {
    "system" "community_sparkle"
    }
    "5"
    {
    "system" "halopoint"
    "attachment" "halopoint1"
    }
    "6"
    {
    "system" "superrare_confetti_green"
    }
    "7"
    {
    "system" "superrare_confetti_purple"
    }
    "8"
    {
    "system" "superrare_ghosts"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "9"
    {
    "system" "superrare_greenenergy"
    "attach_to_rootbone" "1"
    }
    "10"
    {
    "system" "superrare_purpleenergy"
    "attach_to_rootbone" "1"
    }
    "11"
    {
    "system" "superrare_circling_tf"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "12"
    {
    "system" "superrare_flies"
    "attach_to_rootbone" "1"
    }

    "13"
    {
    "system" "superrare_burning1"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "14"
    {
    "system" "superrare_burning2"
    "attach_to_rootbone" "1"
    }

    "15"
    {
    "system" "superrare_plasma1"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "16"
    {
    "system" "superrare_plasma2"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "17"
    {
    "system" "superrare_beams1"
    "attach_to_rootbone" "1"
    }
    "18"
    {
    "system" "superrare_circling_peacesign"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "19"
    {
    "system" "superrare_circling_heart"
    "attach_to_rootbone" "1"
    "attachment" "muzzle"
    }
    "20"
    {
    "system" "stamp_spin"
    "attach_to_rootbone" "1"
    }
    "28"
    {
    "system" "drg_pipe_smoke"
    "attach_to_rootbone" "0"
    "attachment" "cig_drg_smoke"
    }

    "29"
    {
    "system" "unusual_storm"
    "attach_to_rootbone" "1"
    }
    "30"
    {
    "system" "unusual_blizzard"
    "attach_to_rootbone" "1"
    }
    "31"
    {
    "system" "unusual_orbit_nutsnbolts"
    "attach_to_rootbone" "1"
    }
    "32"
    {
    "system" "unusual_orbit_planets"
    "attach_to_rootbone" "1"
    }
    "33"
    {
    "system" "unusual_orbit_fire"
    "attach_to_rootbone" "1"
    }
    "34"
    {
    "system" "unusual_bubbles"
    "attach_to_rootbone" "1"
    }
    "35"
    {
    "system" "unusual_smoking"
    "attach_to_rootbone" "1"
    }
    "36"
    {
    "system" "unusual_steaming"
    "attach_to_rootbone" "1"
    }


    "37"
    {
    "system" "unusual_orbit_jack_flaming"
    "attach_to_rootbone" "1"
    }
    "38"
    {
    "system" "unusual_fullmoon_cloudy"
    "attach_to_rootbone" "1"
    }
    "39"
    {
    "system" "unusual_bubbles_green"
    "attach_to_rootbone" "1"
    }
    "40"
    {
    "system" "unusual_orbit_fire_dark"
    "attach_to_rootbone" "1"
    }

    I used #1 in that photo.

    Edited:



    SCIENCE
    Particle system 13 to Huntsman? Hah, that'll confuse the fuck out of people.
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  34. Post #74
    Arkei's Avatar
    July 2010
    585 Posts
    I'm making a bunch of tiny ant minions. They're incredibly annoying.

  35. Post #75
    Inigo Montoya's Avatar
    May 2011
    212 Posts
    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
    			}
    		}
    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.
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  36. Post #76
    Gold Member
    helpiminabox's Avatar
    June 2008
    2,916 Posts
    If you give robot scouts the fish melee weapon, does it keep track of how many times they hit you with it?

  37. Post #77
    SteamDB
    Marlamin's Avatar
    November 2007
    10,836 Posts
    If you give robot scouts the fish melee weapon, does it keep track of how many times they hit you with it?
    I got fish killed once by a robot scout. :(

    9500 posts yay

  38. Post #78
    Arkei's Avatar
    July 2010
    585 Posts
    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.
    The damage penalty only affects the actual hit, not the explosion. Add a blast damage penalty.

  39. Post #79
    Inigo Montoya's Avatar
    May 2011
    212 Posts
    The damage penalty only affects the actual hit, not the explosion. Add a blast damage penalty.
    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...

  40. Post #80

    August 2012
    25 Posts
    Anyone finish an endless mode?