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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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oo Feb 17, 2018 @ 9:08am
did i ask this already?
its been a while since ive beed here. seems like alot happened over time.

during this time ive been think about making more robot templates, but its been hard with some of the recent changes to weapons. base jumper bots especially. wish there was a way to have the parachute redeploy in the air (similar to the thermal thruster). i may have asked about this before, but its something that i need a reminder of.


i also lost all my work on one of my mvm maps due to tf2 bugging out and forcing me to reinstall it. all because i forgot to save my work...
(is very sad for someone who has little map making experience and short-term memory)


oh well. have a pyro that slaps asses for a living as my sign of reentry into the mvm community:

T_TFBot_Pyro_BitchSlap { Health 250 Name "Sir Slaps-a-Lot" Class Pyro Skill Hard Item "Pithy Professional" Item "the hot hand" WeaponRestrictions MeleeOnly CharacterAttributes { "damage causes airblast" 2 "airblast pushback scale" 2 "move speed bonus" 1.15 "kill forces attacker to laugh" 1 } }


and admins, if this doesn't have any real use being here: delete this post.
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Showing 1-9 of 9 comments
Hydrogen Feb 18, 2018 @ 5:08am 
1. Reinstalling TF2 shouldn't delete any of your VMFs unless you overwrote the SDK ones (even then, TF2 shouldn't be touching them).

2. As far as I know, no there's no way to make them redeploy the parachute faster. Making them jump more frequently MIGHT do it but I haven't tested.
oo Feb 18, 2018 @ 7:39am 
Considering the first response (tf2 reinstallation), what ended up happening was that I was working on the map to export in hammer. My computer bugged out at some point and forced me to reinstall tf2 by reinstalling Steam itself. That caused me to lose anything inside the hammer editor folder that I didn’t archive.

This happened back in spring 2017, and I couldn’t do a thing because steam kept crashing on me. I was making a backup of tf2 but forgot to back up the entire tf folder. It’s all in the past now so I’m just going to start from scratch again. Maybe I should scale back my map slightly. (It was supposed to be as big as bigrock but with a setting in a oversized warehouse.)



Regardless, that’s anyways. I’m going to do some fiddling with the robot code to try to make demos charge with a deployed parachute. Hopefully.

Edit to above sentence: I finally found out how to get the parachute deployed into a homing charge; just fiddling with the AutoJump settings and then BOOM. my Homing Divebombers are now back to their pre-Jungle Inferno selves again.
Last edited by oo; Mar 10, 2018 @ 3:24pm
oo Feb 28, 2018 @ 6:53am 
(i'm going to add on to this thread as to save some space on the mission making subpage.)

seeing the gameplay on this custom tour has given me some additional inspiration for making new bots to fool around with; dockyard especially was very clever with its boss bot (though im surprised that it didn't suicide for being so large).

i looked in the pop file for its attributes and found this:
"custom projectile model" "models/props_td/atom_bomb.mdl"

it's a wonderful idea but i'm not sure if it can work with most weapons. hitscan might not be a very good choice to use with this; it would be great if it did work, though. arrow machine guns robots would then be a thing anyways, is it through the source model viewer that i would use to change the custom projectile model? or is it something else that is accessible within the tf2 directory; i don't remember where to look.



enjoying titanium tank so far; i'm currently half way there and i'm not looking forward to getting my ass handed to me in downtown. :medicon: <-- better bring this to ease my spirits


EDIT: i almost forgot! how do you apply war paint and festivizers to weapons for the robot code? i want to make more festive variants of robots for next smissmas.
Last edited by oo; Feb 28, 2018 @ 6:58am
Jakapoa Feb 28, 2018 @ 1:30pm 
Originally posted by Briefcase Full of Dust & Mold:
i looked in the pop file for its attributes and found this:
"custom projectile model" "models/props_td/atom_bomb.mdl"

it's a wonderful idea but i'm not sure if it can work with most weapons. hitscan might not be a very good choice to use with this; it would be great if it did work, though. arrow machine guns robots would then be a thing anyways, is it through the source model viewer that i would use to change the custom projectile model? or is it something else that is accessible within the tf2 directory; i don't remember where to look.
For starters, you can find all the model files in tf2_misc_dir.vpk

To use custom models on a hitscan robot, use "override projectile type" on it first to set it to a valid projectile type. Then, apply the custom model. Here's an example ok, it's not hitscan, but the method's the same:
ItemAttributes //shoots a 0 damage arrow that flails around and shatters on surface contact { ItemName "The Huntsman" "Projectile range decreased" 0.24 "faster reload rate" 0.35 "override projectile type" 14 "custom projectile model" "models/weapons/w_models/w_arrow.mdl" "stickybomb fizzle time" 0.0001 }
Do note however, that the model you use must be preloaded first. If you use a model that is not preloaded by either the map map prop can't be a static prop or mvm by default I don't have that list, the game will crash. The workaround I used for the example above was to have regular huntsman snipers spawn in a previous wave.

Originally posted by Briefcase Full of Dust & Mold:
EDIT: i almost forgot! how do you apply war paint and festivizers to weapons for the robot code? i want to make more festive variants of robots for next smissmas.
Ask Hydrogen.

Originally posted by Briefcase Full of Dust & Mold:
(though im surprised that it didn't suicide for being so large).
You and me both.
Last edited by Jakapoa; Feb 28, 2018 @ 1:33pm
oo Mar 10, 2018 @ 3:48pm 
When looking through my backlog of mvm missions that I made but couldn't test (impossible currently), I found that it's hard to know if the difficulty is right or not. I looked at the valve missions, but it's still a bit hard to know what the differences between steel trap and two cities is. doesn't help that 2CTz is all that everyone in mvm plays nowadays what would be a good standard for telling what each level of difficulty is, and what it should contain?

If needed, move this somewhere else to prevent a mess of unpolished text in a response to my own subthread.
Last edited by oo; Mar 15, 2018 @ 8:38pm
Hydrogen Mar 10, 2018 @ 4:06pm 
I don't really know to be honest, use your gut instinct. That's what we did for Titanium Tank judging.
oo Mar 30, 2018 @ 11:46am 
back again for another question:

so i finally finished this community tour and got my medal in the recent patch.
it was not worth it, but im still glad i got it from the very hard work.
in doing so, i decided to celebrate for myself the only way i ever do: disassembling the .pop files for any inspiration for maps and robutts.

for one of the files i ended up finding this (typing this was really weird):

"flame_drag" "flame_spread_degree" "flame_speed" "flame_up_speed"

this was from a boss bot which i will leave the name up to those who didnt play that map yet.

what does this do? it seems similar to the "flame size/life bonus" attributes, but it seems to also involve gravity and lift of the flame particles. i couldn't tell in-tour because it died pretty early for my team to get too affected. if my suspicions are on the right track, should i use these instead of flame life/size?
Last edited by oo; Mar 30, 2018 @ 11:47am
Hydrogen Mar 30, 2018 @ 1:19pm 
Those were added in the jungle update and I have no idea what they do. Experiment and find out yourself.
Jakapoa Mar 30, 2018 @ 7:21pm 
Originally posted by Briefcase Full of Dust & Mold:
-new flame attributes-
All flames created by flamethrowers are now attribute based.
"flame_up_speed" - Changes how fast flames move upwards. Can be negative to move downward "flame_speed" - How fast flames move. "flame_drag" - How much resistance a flame faces durring flight. Lower values make flames travel farther. "flame_gravity" - Are flames effected by gravity. Honestly I don't think this does anything. "flame_spread_degree" - Flame angle deviation. Basically "projectile spread angle penalty" for flamethrowers. "flame_reflect_on_collision" - how hard a flame bounces off a surface "redirected_flame_size_mult" - (?) "flame_ignore_player_velocity" - Does that

"airblast_turn_projectile_to_ammo" - spawns small ammopack on reflect "airblast_give_teammate_speed_boost" - (untested) "airblast_deflect_projectiles_disabled" - projectiles are not airblasted "airblast_put_out_teammate_disabled" - teammates can not be extinguished "airblast_pushback_disabled" - can not airblast players "airblast_destroy_projectile" - destroys projectiles instead of reflecting. Exactly like heavy deflection.

Default Attribute Values
"weapon_newflame" { "static_attrs" { "flame_gravity" "0" "flame_drag" "8.5" "flame_up_speed" "50" "flame_speed" "2450" "flame_spread_degree" "2.8" "flame_lifetime" "0.6" "flame_random_life_time_offset" "0.1" } }
Editing these attributes can drastically change how flamethrowers function.
https://youtu.be/gKnV2Q1vSTM
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