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As for issue two, you need to use different icon names to prevent icon stacking (pyro, pyro_crit, pyro_giant). I don't know what you mean with the support issue.
Thanks for the first issue. I've got it to work properly now, it seems to be only the Banner units that were having this problem, everything else worked as intended.
As for the second, the problem I had was that if I tried spawning the same type of robot in two different WaveSpawns - one as a regular wave, one as a support wave - the HUD would ignore any instances of those robots in the regular wave and say that the robots were only spawning as Support. So rather than saying "all of these robots are support", I want it to say "you can expect to defeat X amount of robots, and then any more that spawn are support".
I've tried naming the ClassIcons differently (e.g. scout_shortstop and scout_shortstop_crit), but curiously for a few cases (notably, for demoknight_crit and scout_shortstop_crit) I'm now getting the purple/black chequered box for no existing icon. Which is weird because they were working fine otherwise.
This is the Template that I'm using for the regular wave Shortstop Scouts:
And then this is where I try to call the Support Shortstop Scouts, which only starts after all of the Shortstop Scouts in the main wave are dead:
The Demoknight problem is very similar - I've got a Giant Demoman with a squad of 3 Demoknights following him, which then leads to an endless Support wave of 4 Demoknights. The 3 initial Demoknights do not display on the HUD, so presumably they get stacked with the Demoknights that are listed as being part of the Support. Any idea how to fix this?
One last thing that's now cropped up, in addition to the above - I've been trying to get some Vaccinator Medics to spawn, but I get this weird visual glitch where their tubes extend to a point in the sky. Here's some screenshots of it happening:
https://steamcommunity.com/id/L0RDR0B/screenshot/927060754654367616
https://steamcommunity.com/id/L0RDR0B/screenshot/927060754654369225
I've seen other custom missions use them with their item set to "The Vaccinator MVM", yet when I change their Medigun to that they spawn with no weapon visible. How do I fix this?
Thanks again for your help!
Only certain icons exist in tf2 (by default).
It's a visual glitch due to the fact that medic robot model don't have the same bones as the regular human model. In particular, the bone that the vaccinator backpack would attatch to does not exist on the robot model. This causes the vaccinator's backpack to stay at wherever the map's origin is.
"The Vaccinator MVM" used to exist in the game's code, but was removed a couple updates/years ago. Just use "The Vaccinator" for now.
I thought it would be polite to let you know this, and respond to what you had to say previously.
Here's the original wavespawn. I've worked around it by making a duplicate .vmf called scout_shortstop_crit that points to the same .vtf as scout_shortstop.vmf does (same with demoknight.vmf and demoknight_crit.vmf), but perhaps you could find a way that the workaround isn't required.
I've set the Vaccinator as such (and even gave them their custom icons that Hydrogen and the Iron Gauntlet team posted on tf2maps.net), but I do have one followup question. I don't remember any of the Titanium Tank tours that featured Vaccinator Medics having this problem - is the visual glitch fixed when the official community servers run them, or did I not pay attention to them properly?
Either way, thanks again for your help. Hopefully that should be all the issues I've encountered wrapped up, and I'll make another post in the submission forum in the next few days with my map. Take care!