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[TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)


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Author
FlaminSarge
Veteran Member
Join Date: Jul 2010
Plugin ID:
3297
Plugin Version:
1.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    143 
    Plugin Description:
    Allows up to 10 human players on the RED team for Mann vs Machine mode
    Old 10-15-2012 , 03:48   [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
    Reply With Quote #1

    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.
    Attached Files
    File Type: sp Get Plugin or Get Source (tenmannvsmachine.sp - 6948 views - 5.0 KB)
    __________________
    Bread EOTL GunMettle Invasion will break everything. Don't even ask.

    All plugins: Randomizer/GiveWeapon, ModelManager, etc. (+SaxtonHale)
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    Last edited by FlaminSarge; 10-30-2012 at 02:15.
    FlaminSarge is offline
    Leonardo
    Veteran Member
    Join Date: Feb 2010
    Location: Soviet Union
    Old 10-15-2012 , 04:09   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #2

    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?
    Leonardo is offline
    Arkarr
    Veteran Member
    Join Date: Sep 2012
    Location: Just behind my PC screen
    Old 10-15-2012 , 07:18   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #3

    THANK YOU I will try it soon as possible !
    Arkarr is offline
    FlaminSarge
    Veteran Member
    Join Date: Jul 2010
    Old 10-15-2012 , 07:38   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #4

    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 View Post
    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.
    Attached Files
    File Type: sp Get Plugin or Get Source (mvm_visiblemaxplayers.sp - 4002 views - 1.8 KB)
    __________________
    Bread EOTL GunMettle Invasion will break everything. Don't even ask.

    All plugins: Randomizer/GiveWeapon, ModelManager, etc. (+SaxtonHale)
    Don't ask me about SourceMod stuff on Steam; instead, post in a thread or send PM here. You will be fed to javalia otherwise.
    Psyduck likes replays.

    Last edited by FlaminSarge; 05-05-2013 at 08:11.
    FlaminSarge is offline
    Dispenz0r
    Senior Member
    Join Date: May 2011
    Old 10-15-2012 , 08:30   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #5

    Thanks but why did those 4 servers had 10 player visible as limit
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    Chaosxk
    Veteran Member
    Join Date: Aug 2010
    Location: Westeros
    Old 10-15-2012 , 11:26   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #6

    They were able to somehow override the sv_visiblemaxplayers command.

    Anyways, great plugin!
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    Chaosxk
    Veteran Member
    Join Date: Aug 2010
    Location: Westeros
    Old 10-15-2012 , 13:37   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #7

    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.
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    Leonardo
    Veteran Member
    Join Date: Feb 2010
    Location: Soviet Union
    Old 10-15-2012 , 13:49   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #8

    Quote:
    Originally Posted by Chaosxk View Post
    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"
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    Chaosxk
    Veteran Member
    Join Date: Aug 2010
    Location: Westeros
    Old 10-15-2012 , 16:54   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #9

    Yea, does spam the console a lot, but it works.
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    Eyelanderules
    Member
    Join Date: Jul 2011
    Old 10-15-2012 , 17:06   Re: [TF2] 10vM (Ten Mann vs Machine)
    Reply With Quote #10

    Will this allow admins to join robot team using the robotjoin plugin when server is full and admins connect Serverip?
    Eyelanderules is offline
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