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-   -   [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012) (https://forums.alliedmods.net/showthread.php?t=198384)

FlaminSarge 10-15-2012 03:48

[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:
  • The plugin does not do anything on non-MvM games.
  • The plugin will automatically cause players to join RED when they join a game (they'll appear to join spectate but then will join team DEFENDERS immediately afterwards). The command is simply if somebody is in spectator and wants to join RED some time after joining the game.
  • The automatic join is triggered by: a player joining the game and then using the command "autoteam" (which is normally what automatically happens when a player joins an MvM server); a player joining the game and using the commands "jointeam red", "jointeam auto", or "jointeam spectator" (the last only causing them to join RED if they have JUST joined the server, not if they joined a while ago and have been on RED already).
  • The plugin does not increase visible max players, so your server will appear to have 6(or more)/6 (or will appear to be full). The extra four players will have to connect through console ("connect IP") to properly connect.
  • If SourceTV or Replay are present, they take up 2 of the 10 slots (though they won't be swapped to RED). Just a heads up.
  • The plugin currently limits to 10 because apparently MvM requires 22 slots to be open for the Robots.
  • The plugin ignores bots (and for good reason).

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)
*Fixed RED clients picking up the bomb

10/15/2012 (v1.0)
*Initial release

Previous plugin views - 245


For setting the max players, you can try using this plugin, but it will spam your server console with warnings.

Leonardo 10-15-2012 04:09

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?

Arkarr 10-15-2012 07:18

Re: [TF2] 10vM (Ten Mann vs Machine)
 
THANK YOU :3 I will try it soon as possible !

FlaminSarge 10-15-2012 07:38

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:

Originally Posted by dr4ggy (Post 1945024)
Just wanted to say that if the server is on linux you can filter out the mvm_visiblemaxplayers console spam with grep:
Code:

./srcds_run <params> | grep -v Setting\ sv_visiblemaxplayers\ to\ 6\ for\ MvM

I'm taking his word for it on this one, I don't have a linux server to test on.

Chaosxk 10-15-2012 11:26

Re: [TF2] 10vM (Ten Mann vs Machine)
 
They were able to somehow override the sv_visiblemaxplayers command.

Anyways, great plugin!

Chaosxk 10-15-2012 13:37

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.

Leonardo 10-15-2012 13:49

Re: [TF2] 10vM (Ten Mann vs Machine)
 
Quote:

Originally Posted by Chaosxk (Post 1819455)
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.

you can set to value that yyou want
and when tf2 is reseting it - change it again
but beware of console being spammed with "Setting sv_visiblemaxplayers to 6 for MvM"

Chaosxk 10-15-2012 16:54

Re: [TF2] 10vM (Ten Mann vs Machine)
 
Yea, does spam the console a lot, but it works.

Eyelanderules 10-15-2012 17:06

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?

Mitchell 10-15-2012 23:52

Re: [TF2] 10vM (Ten Mann vs Machine)
 
Quote:

Originally Posted by Dispenz0r (Post 1819439)
Wish we could be able to do that too D:

You can but a player has to be in spectate 1 extra slot for every spectator.


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