Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It'll probably work like this: put a tf_logic_mann_vs_machine in the map, plus all the standard entities that would go in a normal payload map. That should be enough for the server to able to detect that it's an MvM payload map, once I write the code for that.
Basically the way mvm_mannhattan works is that it has the tf_logic_mann_vs_machine, plus it has control points and a control point master entity. So when the tf_gamerules entity activates at map load, it detects the tf_logic_mann_vs_machine and sets the gamemode to MvM; then right after that it also notices that there are control points, so it activates the control point HUD.
You shouldn't need any item_teamflag or flag capture zone entities. The nav mesh generation will probably throw a fit about the lack of a flag capture zone, because it doesn't know any better.
As for how the TFBot AI figures out which type of gamemode action to use, that's all done "automatically" on the server side. See here[github.com] to get an idea of how this is done. Essentially the bot AI just checks a couple of things in tf_gamerules that say which game mode it is (based on the tf_logic_* entities and the presence of stuff like control points or payload carts).
Obviously the current TFBot code assumes that MvM means CTF gamemode, and that will be overridden.
assuming that the iron gauntlet wont be a real community update with the "blessings" of valve.
The past couple of days I've been working on the "make red bots have a vague sense of how to play as a defender in MvM mode" mod and it's coming along great. Mostly I've been going through and applying fixes for each of the cases where the game makes stupid assumptions about "bot = invading robot" and "MvM mode = bots must be invading robots" to un-break various things.
I'm thinking about possibly adding on a few small extras to it, so that e.g. scout bots will actively attempt to collect money and whatnot. Without a ton of effort, I believe I can create a bot AI that is better at playing MvM than your average idiot noob. And I'm not even kidding about that.
templates vs templates. finally spectator has his own gamemode.
They're too dumb to do certain things like buying upgrades. But at the same time, they are smart enough to do stuff like go for health/ammo packs when they need it (because they use the PvP bot logic). And they switch weapons situationally and actually will retreat in certain situations and so forth. And medics pick heal targets in a less restricted (less squad-oriented) PvP manner. So they actually are somewhat less robotic than the MvM invader bots.
The snipers can actually hit headshots on hard/expert. I watched a sniper bot save the wave a couple times with that.
Yes, I know, this is ultimately pointless. But it is entertaining. And in a certain sense, it's almost like a carefully crafted work of satire pointing out how bot-like and idiotic MvM players often are.
I'm thinking about maybe adding some extra features, like making bots buy upgrades based on some simple fixed upgrade paths. Shouldn't actually be too difficult.
I'll probably put in different upgrade paths based on bot skill, so expert bots will buy sensible upgrades, and easy bots will buy stupid useless ♥♥♥♥, as if they're actual noobs.
I may do something similar for item loadouts. Easy defender bots will equip stupid idiotic ♥♥♥♥, normal defender bots will be mindless strict meta adherants, and hard/expert defender bots will actually equip useful stuff that may or may not be meta. (Only to the extent that the bots are capable of using the items, obviously.)
Also I'll probably add on to the AI a bit so that they actually bother to pick up money. Maybe I'll make a new AI behavior for scouts... easy scouts just run around and don't do anything, normal scouts religiously avoid shooting anything and just collect money, hard scouts will mark/milk and collect money but otherwise avoid being useful, and expert scouts actually shoot stuff and do support and collect money.
It'll be glorious, I tell you, glorious.