[TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
2 Attachment(s)
This plugin may no longer be necessary after the following update: https://www.teamfortress.com/post.php?id=207059
Yeap, it's here. It should work properly. A few things:
Cvars: tenmvm_version - don't touch this, it's the version convar. tenmvm_enabled - set to 0 to disable the plugin, this defaults to 1 so don't change it if you want the plugin to do its thing on MvM maps. tenmvm_safety - set to 0 to disable the 10 player check (potentially allowing more than 10 on RED but also probably crashing your server). This is not recommended; this cvar defaults to 1 and you really probably shouldn't change it to 0. Commands: sm_mvmred - When used by a player on the spectator team, causes them to join the RED team. Default access is ALL. Command Overrides: sm_mvmred - Set this override to restrict access to the command AND to restrict access to the automatic join. That is, only people with access to the command will be swapped to RED automatically on join. Changelog: Code:
10/29/2012(v1.1) For setting the max players, you can try using this plugin, but it will spam your server console with warnings. |
Re: [TF2] 10vM (Ten Mann vs Machine)
so its throwing RED team to BLU, then allows spectator to join to reRED, that trows those BLU players back? and not even breaks the round/stage/whatevah?
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Re: [TF2] 10vM (Ten Mann vs Machine)
THANK YOU :3 I will try it soon as possible !
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Re: [TF2] 10vM (Ten Mann vs Machine)
1 Attachment(s)
Leo: Exactly. Using m_iTeamNum to swap a player to a team tends to break certain damage sources (e.g. flamethrowers) since the player retains their vulnerability from their old team. So if you swap a player from spec to RED they remain immune to flamethrowers. Since I swap a player from RED to BLU, they retain their 'RED' characteristics even while on BLU, and so I can use ChangeClientTeam to properly swap the spectator to RED while they're on BLU. When the BLU players get changed back to RED, they already had their RED characteristics since it was an m_iTeamNum swap, and so nothing breaks.
Below is the plugin to change visible max players for MvM, using the convar "mvm_visiblemaxplayers". Don't set it above 10, but set it at -1 to use the default visiblemaxplayers (as in, the plugin will do nothing). This convar defaults to -1, so you'll have to set it to 10 in server configs. It WILL spam your console with warnings about 6-player stuff and can potentially cause a bit of lag (since it has to set the visible max players every time TF2 sets it back to 6). The plugin doesn't take effect outside of MvM. I haven't tested this plugin yet, so let me know if I botched it. Quote:
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Re: [TF2] 10vM (Ten Mann vs Machine)
They were able to somehow override the sv_visiblemaxplayers command.
Anyways, great plugin! |
Re: [TF2] 10vM (Ten Mann vs Machine)
Did a little research and i'm testing another plugin with this one for a 10 MVM server.
The other plugin is suppose to override the sv_visiblemaxplayers command. Will report back when i'm done. |
Re: [TF2] 10vM (Ten Mann vs Machine)
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and when tf2 is reseting it - change it again but beware of console being spammed with "Setting sv_visiblemaxplayers to 6 for MvM" |
Re: [TF2] 10vM (Ten Mann vs Machine)
Yea, does spam the console a lot, but it works.
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Re: [TF2] 10vM (Ten Mann vs Machine)
Will this allow admins to join robot team using the robotjoin plugin when server is full and admins connect Serverip?
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Re: [TF2] 10vM (Ten Mann vs Machine)
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