[TF2] FortWars (v6.52)
65535 Attachment(s)
TF2 FortWars by Matheus28 Videos http://www.youtube.com/watch?v=ntyoyOygRLQ http://www.youtube.com/watch?v=gXMfJ98x8U8 Instructions Download the attached zip file and extract it to your "tf" folder. Name your server right: It's FortWars, not Fort Wars. Thanks. Remember to delete modules you don't want. Requires SDKHooks Modules FortWars supports modules to extend its functionality. These are the modules that come enabled by default with FortWars:
These are the modules that come disabled by default with FortWars: (They are located in the "addons/sourcemod/plugins/disabled" folder)
ConVars
These are the cvars from the Class Unlocks plugin. Note that disabling these cvars remove the need to buy the unlock, but it doesn't block the class. You should not use this if you are using a class limit plugin to block certain classes. (So players don't buy them and end up not being able to use them) These cvars are not available for the scout
Commands
Admin Commands
Developers The include file is very detailed, if you have any question/request post here. Mappers The plugin automatically insert some nobuild areas around control points, flags and respawn rooms. To disallow a team to build, just fire the inputs "SetRedTeamRole" or "SetBlueTeamRole" on the tf_game_rules with "2" as the parameter. (1 = Defenders, 2 = Attackers). 0 or 1 won't make any difference. (So, if you do not set it, its default is 0, so that team can build). To make a nobuild area, create a trigger_multiple with the name "fw_nobuild", and you're done! You cannot parent it to anything, because the plugin only saves the nobuild areas position when the map starts. You cannot enable/disable it. To make an arena so players can fight during the setup, create a trigger_multiple with the name "fw_arena" in the arena area, remember to put a func_nobuild too. Requests If you have an idea, post it :D I will not make anything to allow players to save buildings, it's not funny if you can press 2 keys to build your fort. Changelog Only major changes are included. Quote:
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Re: [TF2] FortWars
Awesome mod! i have a small question/request. is it possible. that this could be restricted to just one team? by a cvar? Id love to be able to use this as part of a zombie defense mod. im working.been messing with Vphysics and Zombie fortress.but this..is amazing! its basically everything i was trying to write but was failing horribly at.
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Re: [TF2] FortWars
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No need for VPhysics for that, unless you are using prop_physics_override, then it would be interesting. EDIT: As of version 4.0, mappers can choose which teams can build. |
Re: [TF2] FortWars
This could be turned into a way to construct jailbreak maps for TF2 out of normal maps !! Then someone just needs a jailbreak logic mod 0_0
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Re: [TF2] FortWars
Added unlocks system :D
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Re: [TF2] FortWars
Yeah but who is going to make the jailbreak mod?? :D
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Re: [TF2] FortWars
Can you set it.
When the setup phase begins, the menu appears automatically ? Sry for my English ;) |
Re: [TF2] FortWars
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Re: [TF2] FortWars (v2.92)
with the new zip file, now works the menu automatically.
but you can no longer choose to build. there are no objects in the build menu. now have the old version on it again ;( |
Re: [TF2] FortWars (v2.92)
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