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-   -   [TF2] Mechanized Mercs Mod v1.6.6 (https://forums.alliedmods.net/showthread.php?t=293218)

nergal 01-25-2017 21:35

[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/


nergal 01-26-2017 15:11

Re: [TF2] Mechanized Mercs Mod
 
Custom Gamemode Compatibility.
VSH/FF2/Arena mode is compatible by blocking blue team from becoming vehicles.
MvM is compatible in the same way as VSH/FF2 since the robots are blue team.
Mannpower CTF - gameplay mode is set to mode #3, powerups are converted to tank constructs.

Jillchang 01-27-2017 16:15

Re: [TF2] Mechanized Mercs Mod
 
This looks really cool. Will test whenever I have the time.

friagram 01-27-2017 22:31

Re: [TF2] Mechanized Mercs Mod
 
I ported those models :D

Jillchang 01-27-2017 22:35

Re: [TF2] Mechanized Mercs Mod
 
Quote:

Originally Posted by friagram (Post 2490432)
I ported those models :D

+1:bacon!:
:bacon!::bacon!:

nergal 01-27-2017 23:09

Re: [TF2] Mechanized Mercs Mod
 
Quote:

Originally Posted by friagram (Post 2490432)
I ported those models :D

in which money was given!

Jillchang 01-28-2017 01:44

Re: [TF2] Mechanized Mercs Mod
 
Quote:

Originally Posted by nergal (Post 2490440)
in which money was given!

+ 2 for investing in it!
:bacon!::bacon!::bacon!::bacon!::bacon!::baco n!:

nergal 01-28-2017 03:14

Re: [TF2] Mechanized Mercs Mod v1.1.4
 
version update 1.1.4

added ability for players to exit vehicles (free build mode only)
added cvar for when engineer adds constructs to metal
added cvar to modify rocket speed of panzer 4, tiger tank, and panzer 2
changed dinging sound with actual wrench sound.
attempted HUD fix of structures health info.
blocked vehicles from crouching.

improved tank construct so that it saves the health of player when entering the vehicle.
stopped vehicle sounds when player gets out of vehicle.
stopped wrenches from applying more metal once the metal limit for tank construct is reached.

added cvars for vehicle construct max metal cost.


Chdata 01-28-2017 03:42

Re: [TF2] Mechanized Mercs Mod v1.1.4
 
Why no one ever post screenshots or videos of their mods.

No one will be encouraged to install a mod blindly.

nergal 01-28-2017 03:58

Re: [TF2] Mechanized Mercs Mod v1.1.4
 
Quote:

Originally Posted by Chdata (Post 2490472)
Why no one ever post screenshots or videos of their mods.

No one will be encouraged to install a mod blindly.

karma charger's covering that very soon :)
Also, I need to make a Tf2 wiki article on this mod as well.


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