TF2Classic Mod
Four months ago, i stumbled across the tf2nades plugin on this website.
i was overjoyed to see that it was possible to bring a bit of tfc back to tf2,
but, it wasn't enough... so i added tf2turbo to the mix... but seeing as both were quite limited,
it wasn't enough...
so, from a desire to bring some core aspects of the way tfc played back
4 months were spent. Learning coding, and then the coding and tweaking and fixing itself.
And the result?
the TF2Classic Mod, which brings with it: Improved Bunnyhopping, Improved Nades, and some minor tweaks/balance things
Bunnyhopping:
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To bunnyhop, just press and hold jump. (its like a scripted bunnyhop, which should make it accessible for anyone, as its really easy now to do a basic bunnyhop) Thisll give a minor boost everytime you jump depending on which mode bunnyhopping is in (default 1% speed boost, default mode 3)
To accelerate quicker, one can air-strafe turning and strafing toward one side, then the other, and so on and so on after a while, one would reach the cap, and one would not accelerate further.
This cap can be breached by 20%, if one crouches while bunnyhopping. (crouchbunnyhopping does not give the 1% boost!) If one goes quicker then the cap, because of say, a rocketjump, then ones speed would slowly go down towards the cap. (with a default rate of 0.915*curSpeed)
a special "feature" so to say, is the trimpjump, which is essentially a high jump, which can only be initiated if one is going as quick, or quicker then the normal cap, by pressing forward while crouchbunnyhopping. There is no cap on the speed that can be transferred by this, so one could potentially jump insanely high.
Nades:
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-Every class has got 2 kinds of nades: frags and special nades (though the medic is an exception) -Special nades are different for everyone, whereas all frags are identical.
-Every nade has a sound by which one can hear them coming even from the back, and also clients can active a client-side beep sound for their own nades, to make timing nades easier.
-Clients can also use a command to show how many nades one has left of both the primary and secondary nades.(this can also show health)
-Nades are NOT received on spawn, instead one has to get them from Ressuply Cabinets and Ammopacks.
-Max amount of total nades carried is 6, divided between primary and secondary nades, (ie: 3,3 or 2,4 or 4,2 though again, the medic is an exception, and atm the sniper is too) -Ressulply Cabinets always gives a starting amount of nades, ie: Scout gets 2 conc nades and 1 frag, while a Soldier gets 2 frags and 1 nail nade -Small Ammopacks give 2 frag nades or 1 of both kinds, or just 1 frag if you cant carry anymore -Medium Ammopacks gives 2 nades, either both kinds 1, or 2 of the same -Large Ammopacks give 2 nades of either kind or less if you cant carry anymore
-One can either throw a nade instantly, or hold on to it for a bit, so the nade will explode quicker after throwing it (the act of priming, or cooking, a nade)
-Nades have a 4 second timer, and 0.5 second throwtime, meaning: if you have the beeps enabled, (or using a nade which usually has beeps anyway) beep, beep, beep... Boom!, and if one tries to throw a second nade after the first, one will have to wait 0.5 seconds after the first click to throw the nade
Frag Nade, (everyone except medic): Damage: 100-25 (note, all these ranges dont mean random damage, they mean falloff damage, the further away one is from the explosion the less damage Use: the basic damage dealing nade, almost always usefull..)
Nail Nade, (class:soldier, max amount:2): Nail Damage: 8 Explosion Damage: 80-20 Time Shooting Nails: about 5ish seconds Use: This nade, when it the first timer is finished, will start shooting out nails in all directions, slowly hurting all enemies nearby, after the forementioned 5ish seconds, itll blow up, and deal an additional 80-20 damage, usefull for clearing chokepoint, and for setting up temporary barriers though people can just take the damage and walk through it :P
MIRV Nade, (Demo&Heavy, 3&2): Initial explosion damage: 60-15 Secondary explosion damage: 60-15 Use: after the mirv nade explodes for the first time, itll split up into multiple nades, which after their timer finished will blow up aswell, foremost usefull against slow/non-moving targets (sentry farm anyone?), and for clearing chokepoints Holy Hand Grenade(or just Heal Nade), (Medic, 1): Use: this nade, unlike all the others, heals all allies inside its radius fully instead of hurting them like the others, obviously its uses are that it helps the medic survive longer, and could potentially help a medic heal people when theres no other way that they could, ie: medic is too far away to heal normally, but can throw the nade further, or maybe the medic simply cant outheal the damage being done, but then chucks in a heal nade, and the person healed can happily frag on Napalm Nade, (Pyro, 3): Damage: 20-5 Burn Damage: 50 Use: the napalm nade is one of the better anti-group nades, since the burn-damage itself has no falloff damage, you either burn or you dont it can also be used in conjunction with the Axtinguisher to get crits, generally a very certain, albeit slow damaging nade. Hallucination Nade, (Spy, 4): Damage: 5 Time intoxicated: 10-2.5 seconds Use: the hallucination nade intoxicates people, so that their screen goes all colorey, and moves from one position to the other... people new to this effect will likely stop to move and be an easy kill, and even veterans would have at least a somewhat harder time killing you. usefull for escaping, backstabbing, sneaking past with disguise (people are probably not going to spycheck while intoxicated, though maybe they should :P) distraction, whatever...
EMP Nade, (Engineer, 4): Damage: ammolost*2 + 50*ammolost/maxammo*4 (might not be exactly this formula, but this approximates it well enough) Ammo Lost: 1/4 of current ammo of weapon equipped Secondary Effects: Undisguises spies and removes all nades and projectiles within radius Use: An extremely powerfull nade, capable of doing more damage then any other nade, with a major drawback. it explodes in theory anyway 1/4 of anyones ammo of who is in range, which will cause damage related to the amount of ammo lost its drawback lies in the fact that it takes away ammo from the current weapon equipped, thus if one were to switch to ones melee weapon which has no ammo, one would get 0 damage this does not work for engies as they have metal, best choice is to go for shotgun then this however can be used by the engy, ie: Demo tries to kill sentry, engy emps him, he switched to melee, engy start shooting shotgun, demo = defenseless for at least the time it takes to switch forth and back through melee and gun. Concussion Nade, (Scout&Medic, 4&2): Damage: 10 Secondary Effect: pushes people away. The further you are away from it, while still being inside its radius, the further itll knock you away Use: The famous concnade! the actual reason i started making these mods, i wanted conc-jumping back, and i wanted it badly :P Its use lies in gaining speed, jumping across/past enemies and/or knocking the enemies away from their position its basically a rocket's explosion, but with lots less damage, and more knockback depending on how far youre away from the blast with these nades one can also do jump maps, and even though most of the ones out there right now arent even half as hard as the ones from tfc, theyll still definitly give you a challenge, because good conc jumping is really... really hard
Tweaks:
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-Rocket speed 5% quicker, so rockets can more easily intercept quick moving targets, they're now about as quick as demo nades -Quad Jumping Possible, with the use of a cvar one can enable rockets to propel you further, making quad maps a possibility again, and allowing soldiers to make it across conc and demo maps. -also quadjumping changes the way the explosion pushes you, the point where one gets the most push is exactly between the middle of the explosion and the edge of the radius -ability to turn fov up to 120
Balance:
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most things here are changes which are not in the mod itself, but are settings arleady changeable which balances some things a bit better for this mod (though the mp_disable_respawn_times is a must i think, it takes the focus away from dm, and puts it on the objectives, since killing a player wont do much for the final outcome, afterall he comes back near-instantly anyway. in this way, it might actually be better not to dm someone, just to be capable of getting the objective, ie: scout going for flag will want all the hp he can get, and will want to get there, and back, as quick as possible. thus he has no time/hp left for mindless fighting just for the sake of fighting, hell only fight if he needs to in order to get the objective)
-HP of everyone buffed by 2/5, except scout who has 150 hp (ctx files) -Sentries: -37.5% damage, +40% hp (sm_cvar stuff) -mp_disable_respawn_times 1 (normal cvar)
and for ctf i reccomend : tf_flag_caps_per_round 20 mp_winlimit 0 mp_maxrounds 0
Also, be sure to try my CTFtweaks plugin with it for getting the complete ctf-tfc experience ( http://forums.alliedmods.net/showthread.php?t=88782)(included in the complete package)
Also, be sure to try my Speedrunning plugin with it for getting the complete jump-tfc experience ( http://forums.alliedmods.net/showthread.php?t=89512)
Cvars:
-Nades amounts:
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tf2c_nades_waitperiod, 1, server waits for players on map start 1=true 0=false, tf2c_nades_emp_radius, 256, radius for emp nade tf2c_nades_emp_delay, 3.0, delay in seconds before nade explodes tf2c_nades_emp_max, 4, max number of emp nades tf2c_nades_emp_min, 2, number of emp nades given at start and at spawn lockers tf2c_halluc_damage, 5, damage done by hallucination nade, tf2c_nades_hallucination_time, 10.0, delay in seconds that effects last tf2c_nades_hallucination_radius, 256, radius for hallincation nade tf2c_nades_hallucination_max, 4, max number of hallucination nades tf2c_nades_hallucination_min, 2, number of hallucination nades given at start and at spawn lockers tf2c_nades_napalm_damage, 25, initial damage for napalm nade tf2c_nades_napalm_radius, 256, radius for napalm nade tf2c_nades_napalm_max, 3, max number of napalm nades tf2c_nades_napalm_min, 2, number of napalm nades given at start and at spawn lockers tf2c_nades_health_delay, 3.0, delay in seconds before nade explodes tf2c_nades_health_radius, 384, radius for health nade tf2c_nades_health_max, 1, max number of health nades tf2c_nades_health_min, 1, number of health nades given at start and at spawn lockers tf2c_nades_mirv_spread, 384.0, spread of secondary explosives max speed tf2c_nades_mirv_damage2, 60.0, damage done by secondary explosion of mirv nade tf2c_nades_mirv_damage1, 60.0, damage done by main explosion of mirv nade tf2c_nades_mirv_radius, 128, radius for demo's nade tf2c_nades_mirv_heavy_min, 1, number of mirv nades given at start and at spawn lockers tf2c_nades_mirv_heavy_max, 2, max number of mirv nades given to Heavy tf2c_nades_mirv_demo_min, 2, number of mirv nades given at start and at spawn lockers tf2c_nades_mirv_demo_max, 3, max number of mirv nades given to Demo tf2c_nades_nail_explodedamage, 80.0, damage done by final explosion tf2c_nades_nail_naildamage, 8.0, damage done by nail projectile tf2c_nades_nail_radius, 256, radius for nail nade tf2c_nades_nail_max, 2, max number of nail nades tf2c_nades_nail_min, 1, number of nail nades given at start and at spawn lockers tf2c_nades_conc_damage, 10, damage done by concussion nade, tf2c_nades_conc_force, 5, force applied by concussion nade, tf2c_nades_conc_delay, 3.0, delay in seconds before nade explodes tf2c_nades_conc_radius, 256, radius for concussion nade tf2c_nades_conc_max, 4, max number of conc nades tf2c_nades_conc_min, 2, number of conc nades given at start and at spawn lockers tf2c_nades_frag_damage, 100, damage done by concussion nade, tf2c_nades_frag_radius, 256, radius for concussion nade tf2c_nades_frag_engineer_max, 2, max number of frag nades tf2c_nades_frag_engineer_min, 1, number of frag nades given at start and at spawn lockers tf2c_nades_frag_spy_max, 2, number of frag nades given tf2c_nades_frag_spy_min, 1, number of frag nades given at start and at spawn lockers tf2c_nades_frag_pyro_max, 3, number of frag nades given tf2c_nades_frag_pyro_min, 2, number of frag nades given at start and at spawn lockers tf2c_nades_frag_heavy_max, 4, number of frag nades given tf2c_nades_frag_heavy_min, 2, number of frag nades given at start and at spawn lockers tf2c_nades_frag_medic_max, 2, number of frag nades given tf2c_nades_frag_medic_min, 1, number of frag nades given at start and at spawn lockers tf2c_nades_frag_demo_max, 3, number of frag nades given tf2c_nades_frag_demo_min, 2, number of frag nades given at start and at spawn lockers tf2c_nades_frag_soldier_max, 4, number of frag nades given tf2c_nades_frag_soldier_min, 2, number of frag nades given at start and at spawn lockers tf2c_nades_frag_sniper_max, 3, number of frag nades given tf2c_nades_frag_sniper_min, 2, number of frag nades given at start and at spawn lockers tf2c_nades_frag_scout_max, 2, number of frag nades given tf2c_nades_frag_scout_min, 1, number of frag nades given at start and at spawn lockers
more cvars
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tf2c_nades_showdistance, 0, shows distance to conc relative to radius, 1=radius (might be usefull for practicing perfect concs or rocketjumps) tf2c_nades_blastdistancemin, 0.75, minimum blast radius (has to do with concs, and the perfect spot to hit it ) tf2c_nades_hhincrement, 2.0, speed gain from HH tf2c_nades_soundEnabled, 1.0, nade sounds enabled on 1 tf2c_pickupsAllowed, 1.0, health & nade pickups tf2c_nades_selfbeep, 1.0, enables self-beep tf2c_nades_showinfo, 1, enables health/nades display for clients, tf2c_jump_refill, 0, Allow refill command for on jump maps tf2c_speedometer, 0, ALWAYS show speedometer for all clients on 1, tf2c_speedometer_off, 0, Never show speedometer for all clients on 0, tf2c_bhop_Mode, 3, Changes how bunnyhopping increases speed, 0 for normal, 1 for only turning speed, 2 for set speed 3 for set everything tf2c_bhop_Increment, 1.01, Changes bunnyhop speedincrease if bhopMode is set to 2 tf2c_bhop_Cap, 1.8, Changes the bunnyhop speed cap if bhopMode is set to 2 tf2c_bhop_Slowdown, 0.915, in bhopmode 3, if above the bhopcap, slow down rate tf2c_selfdamageBoostX, 1.1, Changes the selfhurting increment horizontal tf2c_selfdamageBoostY, 1.1, Changes the selfhurting increment vertical tf2c_fovEnabled, 1.0, allows changing of fov tf2c_rspeed, 1.05, Rocket speed mult, tf2c_power, 0.0, explosionpower default = 4.0 or 0.0 (shouldn't be a difference, but there is, because the simulated explosion radius is just slightly, very slightly larger then the normal radius) , quadjump = 16.0 or 12.0, (16.0 should be a real quadjump, and if people make maps especially for this then use 16, but for normal jump maps 16 is usually too much and 12 works better) tf2c_quadradius, 128.0, radius of rocket explosion, tf2c_quadthreshold, 64.0, perfect point for max boost, in distance from middle of explosion, tf2c_version, PLUGIN_VERSION, TF2Classic Version, FCVAR_SPONLYFCVAR_REPLICATED tf2c_hphud_interval, 5, How often health timer is updated in tenths of a second.
Commands: (as with all sourcemods all commands are also available in chat by typing a ! or \ infront, ie: !tf2c_fov 115, or \tf2c_showinfo 3
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+nade1, for using primary nades +nade2, for using secondary nades
tf2c_selfbeep, activates the client-side beeps for nades tf2c_showinfo #, shows info on health/nades, 0=none, 1=all, 2=nades, 3=health (health is usefull for people with more hp then can be shown on the normal display) tf2c_nades_refill, Refill nades tf2c_fov ##, Set your FOV. min=1 max = 120
Requirements:
Dukehacks
(a decent ping, if you've got a bad ping, then the valve antilag interpolation will screw you over while bunnyhopping,
thing is... the engine doesnt know you can bunnyhop, so it'll think you slow down tremendously, and client side, it'll look like that,
until it gets the delayed package from the server(because of the bad ping), telling the client that he was actually bunnyhopping, which makes for
a lot of teleportation client side, though for other people it'll look like bunnyhopping)
Credits & Thanks:
to L.Duke&Ceasium, for making excellent base plugins, from where i could start expanding and exploring the world of sourcemod
to Classy, for letting me use his server as testing grounds (is still running the complete package @ 217.163.31.14:27015)
to Typical, my no1 beta-tester, always ready and willing to help
to Lt. Llama & the euroskillz community, for providing information on mechanics of tfc
to all the people here on alliedmods who helped me and awnsered my questions
Install/Usage:
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Full package: (TF2Classic, CTFTweaks and Balance stuff)
simply put the folders with all their subfolders into the tf directory, and they should all go into place properly (note, ive added an autoexec.cfg file, (to activate the mods and such) if you already have one, which youd like to keep, you probably already know what to do anyway, also same goes for the ctx files)
Just TF2Classic (with balance stuff if you want it):
everything should go into place properly like the complete package, but if you didnt know what id presumed you did, then heres what to do) Place the TF2Classic.smx file in your tf/addons/sourcemod/plugins/ directory and place the sound, models and materials directories in their respective places (the tf/sound, tf/models and tf/materials directories for those who dont know)
place the autoexec.cfg in your tf/cfg folder, or if you already have one, or if you only want the mod and not the balance changes i've made look into the .cfg file and add to your own whatever youd like
if you want the +2/5 hp boost, place the .ctx files in the tf/scripting/playerclasses directory (note, recommended to back the old ones up. also recommended to check if the ctx files are read-only, so they dont get overwritten every x restarts)
Possible things for the future/bugs found:
-Louder sound for Nail & Fire nade
-Possibly tweaks to variables for balance, as the mod has been tested, but mainly for bugs...
-Adding the Bear Trap for the sniper as his special nade
-Possibly adding other stuff, if there's a demand for it.
edit: oops, forgot a sound file in the package, it is now reuploaded and doublechecked to have all the files
EDIT:
UPDATES:
-speedometer now in units
-cvar tf2c_startnades, for changing amount of nades on spawn
doors open quicker (though not all of them, only "func_door"s and prop_dynamics which have "door" in their name)
-some bug fixes..
-cvar for airacceleration tf2c_aa (lower value means it's harder to turn in air) 10 = default like in tf2, though i'd recommend 15 or 20 so you can actually turn without losing speed
UPDATE: Infection!
-multiple pain sounds for being hit
-bug & error fixes
-cvars for enabling bhop/trimp/pyrofly
-new skins for the nades, which look better with tf2's colour scheme, thanks to ampersand! (the old materials are in the materials.zip, the new ones come with the packages)
UPDATE:
-various bug/error fixes (still 1 error message at start of round or when someone joins, but so far, it's an inexplicable error)
-conc now properly pushes people away, even when they're on the ground, moving into the blast
-made all nades be thrown equally far
Update:
check: http://forums.alliedmods.net/showthr...t=89515&page=9
update: (bugfix)
http://forums.alliedmods.net/showthr...=89515&page=10
Update!!:
http://forums.alliedmods.net/showthr...024#post840024
edit: uploaded the .cfg file,
just put it in the cfg folder and add the line:
exec TF2Classic
somewhere in your server.cfg, and it should execute this file everytime the server starts up and/or changes map
it contains all the cvars settable for TF2Classic, +shows all the possible commands (i'll work on making the descriptions more descriptive)
note: the cfg file isnt in the packages yet, i'll do that once i get the next version/patch working/finished
UPDATE:
-Armor system added:
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3 different types of armor: -Light, (scout, sniper, spy) default: 40% damage reduction, 100 max armor -Medium (pyro, demo, engy, medic) default: 50% damage reduction, 150 max armor -Heavy (soldier, heavy) default: 60% damage reduction, 200 max armor Ways of obtaining armor (atm): -Spawning -gives armor according to tf2c_armor_startamount and tf2c_armor_****_max (where **** is either light, medium or heavy) -Ammopacks: small: 10% max armor medium: 25% max armor large: 50% max armor -Ressuply Cabinets -give upto spawn amount of armor Other: -Crits of any kind will ignore armor (i think also mini-crits) -Falldamage ignores armor -Drowning ignores armor -and soon to come infection ignores armor
-cvar for nade throwphysics
-cvar for falldamage reduction
Last edited by CrancK; 08-05-2009 at 16:15.
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