[TF2] Mechanized Mercs Mod v1.6.6
http://orig04.deviantart.net/8a41/f/...ic-dawqkpu.png
Mechanized Mercs is a joke gameplay mod for Team Fortress 2 that introduces playable vehicles for engineers to build! ;)
General Vehicle Features
- acceleration
- strafing keys turn the vehicle (subject to lag)
- moving towards something in the direction of your movement can deal damage (roadkilling)
- fixable by engineer wrenches (costs metal)
- engineers fixes replenishes ammo and health
- dispensers and mediguns replenish gas/fuel
- honkable horns (mouse3/attack3)
Mod Explanation: At the beginning of the map, vehicle classes are locked. Engineers must build vehicle garages to unlock the vehicles. Each garage unlocks two different vehicles classes, each different in strengths and weakenesses.
The 3 garage are: Support garage - unlocks Armored Car and Ambulance Offensive garage - unlocks Medium and Light tanks Heavy Support garage - unlocks King Tiger tank and the Marder 2 Tank Destroyer.
Each garage costs 200 metal to build. The garage are buildable, destroyable, and fixable. The garage can be hit by wrenches to increase their build times.
Once a garage is built and fully online, ALL classes can build vehicle constructs! You are required to be near the respective garage of the vehicle construct. Once the vehicle construct is created, you must build it!
non-Engies can simply melee the vehicle construct and metal will be applied but it's slower than Engineers. Engineer's can build up constructs faster but it will drain their metal on each hit.
Once a vehicle construct is ready, simply hop on it (literally) and press reload. To get out of the vehicle, you press jump.
When you die as a vehicle, you will respawn as the same vehicle u died as. You will keep respawning as a vehicle UNTIL the garage required to build your vehicle is destroyed.
Vehicles take completely normal damage, they have no weaknesses or resistances. Getting backstabbed as a tank will result in you taking 50 damage, having an outline for 15 seconds, and you take 2x damage for 15 seconds!
Commands list
PHP Code:
sm_garages
sm_garage
sm_bases
sm_base
sm_vehicle
sm_build
sm_mmclasshelp
sm_mmclassinfo
sm_mmhelp
sm_mminfo
sm_reloadvehiclecfg
ConVars list
PHP Code:
// what flag admins need to bypass the vehicle class limit
// -
// Default: "b"
mechmercs_adminflag_bypass "b"
// allows engineers to build mainframes or constructs during setup time
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_allowbuild_setup "0"
// (Dis)allow vehicles to be used without requiring each team to build mainframes
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_allowfreevehicles "0"
// (Dis)allow vehicles to be able to use Engineer teleporters
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_allowtele "1"
// how much max health the Ambulance vehicle gets
// -
// Default: "400"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_ambulancehp "400"
// how much metal the Ambulance construct requires to use.
// -
// Default: "800"
// Minimum: "0.000000"
// Maximum: "999999.000000"
mechmercs_ambulancemetal "800"
// how much damage the Armored Car's 20mm cannon deals.
// -
// Default: "40.0"
// Minimum: "0.000000"
// Maximum: "99999.000000"
mechmercs_armoredcar_cannondmg "40.0"
// how much max health the Armored Car vehicle gets
// -
// Default: "600"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_armoredcarhp "600"
// how much metal the Armored Car construct requires to use.
// -
// Default: "2000"
// Minimum: "0.000000"
// Maximum: "999999.000000"
mechmercs_armoredcarmetal "2000"
// (Dis)Allow Vehicles to be playable for BLU team
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_blu "1"
// how much metal each wrench hit adds to tank constructs.
// -
// Default: "25"
// Minimum: "1.000000"
// Maximum: "999999.000000"
mechmercs_construct_metaladd "25"
// how much max health vehicle constructs get
// -
// Default: "500"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_constructhp "500"
// Crush Damage (ignores uber) done by Vehicles while they're moving
// -
// Default: "5.0"
// Minimum: "0.000000"
// Maximum: "9999.000000"
mechmercs_crushdamage "5.0"
// Enable Player-Vehicles plugin
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_enabled "1"
// when an engie wrench hits a mainframe, how many seconds should it take off build time?
// -
// Default: "2.0"
// Minimum: "1.000000"
// Maximum: "1200.000000"
mechmercs_engiehit_buildtime "2.0"
// 0 - build up mode that replaces 6 other classes with unlockable vehicles, 1-gungame, 2-normal with vehicles as powerups
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "2.000000"
mechmercs_gamemode "0"
// Enable Vehicles to be powered via 'gas' which is replenishable by dispensers+mediguns
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_gaspowered "0"
// how much metal to heal/arm Vehicles by Engineers
// -
// Default: "25"
// Minimum: "0.000000"
// Maximum: "999.000000"
mechmercs_healthfrommetal "25"
// how much metal to heal/arm Vehicles by Engineers mult
// -
// Default: "4"
// Minimum: "0.000000"
// Maximum: "999.000000"
mechmercs_healthfrommetal_mult "4"
// how long it takes in seconds for the Heavy Support mainframe to build unsupported.
// -
// Default: "240.0"
// Minimum: "1.000000"
// Maximum: "1200.000000"
mechmercs_heavysupport_buildtime "240.0"
// how much max health the Heavy Support mainframes get
// -
// Default: "2500"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_heavysupporthp "2500"
// (Dis)Allow Engies to be able to repair+arm Vehicles via wrench
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_hpfromengies "1"
// x coordinate for the Gas Meter HUD
// -
// Default: "1.0"
mechmercs_hudx "1.0"
// y coordinate for the Gas Meter HUD
// -
// Default: "1.0"
mechmercs_hudy "1.0"
// how much max health the King Tiger Panzer vehicle gets
// -
// Default: "2000"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_kingtigerhp "2000"
// how much metal the King Tiger tank construct requires to use.
// -
// Default: "5000"
// Minimum: "0.000000"
// Maximum: "999999.000000"
mechmercs_kingtigermetal "5000"
// how much max health the Panzer 3 Light tank vehicle gets
// -
// Default: "750"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_lighttankhp "750"
// how much metal the Marder 2 AT vehicle construct requires to use.
// -
// Default: "3000"
// Minimum: "0.000000"
// Maximum: "999999.000000"
mechmercs_marder2metal "3000"
// how much max health the Marder 3 vehicle gets
// -
// Default: "500"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_marderhp "500"
// how long it takes in seconds for the Offensive mainframe to build unsupported.
// -
// Default: "120.0"
// Minimum: "1.000000"
// Maximum: "1200.000000"
mechmercs_offensive_buildtime "120.0"
// how much max health the Offensive mainframes get
// -
// Default: "1500"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_offensivehp "1500"
// when an officer melees a mainframe, how many seconds should it take off build time?
// -
// Default: "1.0"
// Minimum: "1.000000"
// Maximum: "1200.000000"
mechmercs_officerhit_buildtime "1.0"
// how much metal the Panzer 2 tank construct requires to use.
// -
// Default: "3000"
// Minimum: "0.000000"
// Maximum: "999999.000000"
mechmercs_panzer2metal "3000"
// how much max health the Panzer 4 tank vehicle gets
// -
// Default: "1000"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_panzer4hp "1000"
// how much metal the Panzer 4 tank construct requires to use.
// -
// Default: "4000"
// Minimum: "0.000000"
// Maximum: "999999.000000"
mechmercs_panzer4metal "4000"
// (Dis)Allow Vehicles to be playable for RED team
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_red "1"
// (Dis)Allow Vehicles to damage their health when they hurt themselves
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
mechmercs_selfdamage "0"
// how much ammo each vehicle's sidearm (SMG or other) gets.
// -
// Default: "1000"
// Minimum: "0.000000"
// Maximum: "99999.000000"
mechmercs_sidearm_ammo "1000"
// If Vehicles are gas powered, how much gas they will start with?
// -
// Default: "200.0"
// Minimum: "0.000000"
// Maximum: "9999.000000"
mechmercs_startingfuel "200.0"
// how long it takes in seconds for the Support mainframe to build unsupported.
// -
// Default: "60.0"
// Minimum: "1.000000"
// Maximum: "1200.000000"
mechmercs_support_buildtime "60.0"
// how much max health the Support mainframes get
// -
// Default: "1000"
// Minimum: "1.000000"
// Maximum: "99999.000000"
mechmercs_supporthp "1000"
// how fast the mouse2 rockets travel.
// -
// Default: "4000.0"
// Minimum: "1.000000"
// Maximum: "999999.000000"
mechmercs_tankrocket_speed "4000.0"
Mechanized Mercenaries Steam Group
Compilation Requirements: TF2Items, SDKHooks
Github Repository
Plugin download
Kudos to Ravensbro for Military Officer spy model.
Kudos to Friagram for porting the vehicle models.
Models, Skins, and Sounds Are in the Github Repository.
Mechanized Mercs Theme Song
Picture Gallery
http://images.akamai.steamuserconten...118CD89E33C44/
http://images.akamai.steamuserconten...07917B36D0755/
http://images.akamai.steamuserconten...A019F35CB8E33/
http://images.akamai.steamuserconten...0C28D9C08B7DE/
http://images.akamai.steamuserconten...E1A47C6C08255/
http://images.akamai.steamuserconten...F837935FE45E5/
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