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


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SilentBr
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Join Date: Jan 2009
Old 06-20-2014 , 13:45   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #161

Did the plugin mvm visible max players stopped working after War and Love update? weird, my server is showing only 6 slots after the update.

Last edited by SilentBr; 06-20-2014 at 13:49.
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DrFallen
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Join Date: Jul 2013
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Old 10-05-2014 , 12:44   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #162

Is anyone getting a back where 10 people can connect but only 8 of them are allowed on red team?
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Gutty
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Join Date: Aug 2014
Old 10-06-2014 , 05:46   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #163

I'm getting the issue where you join the 10 player server and you get pushed into spectator. then need to join random team to join the game.

there are a lot of people quitting because they don't seem to try joining random. lol
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FlaminSarge
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Old 10-06-2014 , 18:17   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #164

That's interesting; I thought the TF2 client automatically did 'autoteam' when you joined a server.

I'm looking into an alternate version of this plugin that actually ups the max red players rather than doing this hacky method.

Visiblemaxplayers is always just a bit wonky.
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Last edited by FlaminSarge; 10-06-2014 at 18:18.
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xXDeathreusXx
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Join Date: Mar 2013
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Old 10-19-2014 , 23:35   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #165

Try this linked plugin for cleaning the console spam from mvm_visiblemaxplayers: Cleaner
In the config, add the following lines:
Code:
Setting sv_visiblemaxplayers to 6 for MvM
Setting sv_visiblemaxplayers to 7 for MvM
Setting sv_visiblemaxplayers to 8 for MvM
Setting sv_visiblemaxplayers to 9 for MvM
Setting sv_visiblemaxplayers to 10 for MvM
You could probably get away with just the first line, but I noticed sometimes it does change to more then 6 sometimes, quite odd.

Also, I'm attaching an update of sorts to this core plugin, I haven't tested it at all as I don't really have the means to, but from past experience, creating a repeating timer on mapstart and setting if a client is valid for the timer or not seems to work for persistant results, so I added a timer that always runs that checks if a player is ready to be on red or not.

Feel free to tell me if I fucked up somewhere, I don't do alot of proofreading...
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Last edited by xXDeathreusXx; 10-20-2014 at 15:28. Reason: Removed attachment for brokeness
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bovril
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Join Date: Jan 2011
Old 10-20-2014 , 14:24   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #166

Nope. I uploaded and tested. It made all the bots go on red and just stand in spawn
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xXDeathreusXx
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Old 10-20-2014 , 15:27   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #167

Quote:
Originally Posted by bovril View Post
Nope. I uploaded and tested. It made all the bots go on red and just stand in spawn
Wow, okay, I really overlooked something then

Edit: Try this, it adds a check for bots
Attached Files
File Type: sp Get Plugin or Get Source (tenmannvsmachine.sp - 437 views - 5.5 KB)
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Last edited by xXDeathreusXx; 10-20-2014 at 15:33.
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Calystos
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Join Date: Jan 2011
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Old 11-14-2014 , 14:52   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #168

@xXDeathreusXx That one worked better for the auto shoved to spectator if 6+ players already in bug (never had that issue before, wonder what caused it to start now), but now no one can ever go spectator at all even if they want to.

I am just wondering maybe a "WantsToBeRed = false;" somewhere like line 74 where it knows you've been changed to Red, and are now ingame, but now turns off the force to red so the user may become spectator. EG have it set on mapstart (for whenever the map changes, possibly also to do with round restarts?) and when new users join, but disable it once they've actually all joined red, etc?
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xXDeathreusXx
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Old 11-16-2014 , 12:11   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #169

Quote:
Originally Posted by Calystos View Post
@xXDeathreusXx That one worked better for the auto shoved to spectator if 6+ players already in bug (never had that issue before, wonder what caused it to start now), but now no one can ever go spectator at all even if they want to.

I am just wondering maybe a "WantsToBeRed = false;" somewhere like line 74 where it knows you've been changed to Red, and are now ingame, but now turns off the force to red so the user may become spectator. EG have it set on mapstart (for whenever the map changes, possibly also to do with round restarts?) and when new users join, but disable it once they've actually all joined red, etc?
I don't see why you'd want someone taking up a slot in being in spectator, but I'll see what I can do
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awesome144
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Old 12-04-2014 , 21:09   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #170

Apparently I gotta leave it at mvm_visiblemaxplayers -1 first and then change it to mvm_visiblemaxplayers 10 to have the server shows the maxplayers as 10
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