Raised This Month: $51 Target: $400
 12% 

[TF2] RED+BLU vs Machine


Post New Thread Reply   
 
Thread Tools Display Modes
BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 02-21-2015 , 22:27   Re: [TF2] RED+BLU vs Machine
Reply With Quote #31

@ AlphaBlaster, does your admin_overrides.cfg look like this?

Code:
Overrides
{
 /**
  * By default, commands are registered with three pieces of information:
  * 1)Command Name   (for example, "csdm_enable")
  * 2)Command Group Name (for example, "CSDM")
  * 3)Command Level  (for example, "changemap")
  *
  * You can override the default flags assigned to individual commands or command groups in this way.
  * To override a group, use the "@" character before the name.  Example:
  * Examples:
  *  "@CSDM"   "b"    // Override the CSDM group to 'b' flag
  *   "csdm_enable" "bgi"   // Override the csdm_enable command to 'bgi' flags
  *
  * Note that for overrides, order is important.  In the above example, csdm_enable overwrites
  * any setting that csdm_enable previously had.
  *
  * You can make a command completely public by using an empty flag string.
  */
 "mvm_redblu_set_access"        "" 
  
}
overwrite and restart server?
BBG_Theory is offline
AlphaBlaster
Member
Join Date: Nov 2014
Location: California
Old 02-22-2015 , 00:31   Re: [TF2] RED+BLU vs Machine
Reply With Quote #32

Quote:
Originally Posted by BBG_Theory View Post
@ AlphaBlaster, does your admin_overrides.cfg look like this?

Code:
Overrides
{
 /**
  * By default, commands are registered with three pieces of information:
  * 1)Command Name   (for example, "csdm_enable")
  * 2)Command Group Name (for example, "CSDM")
  * 3)Command Level  (for example, "changemap")
  *
  * You can override the default flags assigned to individual commands or command groups in this way.
  * To override a group, use the "@" character before the name.  Example:
  * Examples:
  *  "@CSDM"   "b"    // Override the CSDM group to 'b' flag
  *   "csdm_enable" "bgi"   // Override the csdm_enable command to 'bgi' flags
  *
  * Note that for overrides, order is important.  In the above example, csdm_enable overwrites
  * any setting that csdm_enable previously had.
  *
  * You can make a command completely public by using an empty flag string.
  */
 "mvm_redblu_set_access"        "" 
  
}
overwrite and restart server?
Holy crap I thought it had to go underneath all that. Thank you.
AlphaBlaster is offline
BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 02-22-2015 , 15:41   Re: [TF2] RED+BLU vs Machine
Reply With Quote #33

@AlphaBlaster

a simplified one would be this
Code:
Overrides
{ 
  "mvm_redblu_set_access"        ""
}
but that would have tossed away the comments that show you various examples
BBG_Theory is offline
Benoist3012
Veteran Member
Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 03-20-2015 , 09:36   Re: [TF2] RED+BLU vs Machine
Reply With Quote #34

Quote:
Originally Posted by AlphaBlaster View Post
Is there any way to get rid of the robot footsteps? The biggest turnoff for people who join are the footsteps because they're either too loud or for some reason they're convinced they're playing on the robot team and think it's one of those dumb servers that lets you play on the robot side.
Each server can let player play in blu, if they want a plugin for that they aren't "dumb" like you said, I'm the 2nd dev of Tf2bwr, and this sound who is played to player who are in "blu" is created by the gamemode mvm it's impossible to disable this sound I tried before it's impossible (or maybe there is a way but I think not).
__________________
Benoist3012 is offline
sigsegv__
New Member
Join Date: Jul 2015
Location: California USA
Old 07-03-2015 , 04:47   Re: [TF2] RED+BLU vs Machine
Reply With Quote #35

Based on looking at CTFPlayer::GetOverrideStepSound, I think it might be possible to disable to robot footstep sound.

If the client believes that the local player is a miniboss, then it won't override the footstep sound with "MvM.BotStep". But I don't know if making the server lie to the client about whether it's a miniboss would break other things, so this is probably a bit of a long shot.

That function also checks InCond(3) and won't override the footsteps in that case as well. But again, it's probably pretty unlikely that you'd be able to lie to the client about its condition state without having other side effects.
sigsegv__ is offline
BatyaMedic
Member
Join Date: Sep 2014
Old 07-03-2015 , 11:53   Re: [TF2] RED+BLU vs Machine
Reply With Quote #36

Quote:
Originally Posted by sigsegv__ View Post
Based on looking at CTFPlayer::GetOverrideStepSound, I think it might be possible to disable to robot footstep sound.

If the client believes that the local player is a miniboss, then it won't override the footstep sound with "MvM.BotStep". But I don't know if making the server lie to the client about whether it's a miniboss would break other things, so this is probably a bit of a long shot.

That function also checks InCond(3) and won't override the footsteps in that case as well. But again, it's probably pretty unlikely that you'd be able to lie to the client about its condition state without having other side effects.
Can you test it?
__________________
BatyaMedic is offline
Michalplyoutube
Veteran Member
Join Date: Jan 2013
Location: Tank Carrier in Mannhatt
Old 07-04-2015 , 10:17   Re: [TF2] RED+BLU vs Machine
Reply With Quote #37

Setting miniboss and giving attribute 330 of value 1 should fix the problem

however the person with miniboss on blue team on mvm is immune to stun factors but not to the stun itself
__________________
The plugin developer of TF2BWR Reborn
And a TF2 Player
Michalplyoutube is offline
Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 07-04-2015 , 13:31   Re: [TF2] RED+BLU vs Machine
Reply With Quote #38

Quote:
Originally Posted by Michalplyoutube View Post
Setting miniboss and giving attribute 330 of value 1 should fix the problem

however the person with miniboss on blue team on mvm is immune to stun factors but not to the stun itself
Rather than changing actual miniboss netprop using sendproxying to send clients false netprop could work
__________________
...
Oshizu is offline
Benoist3012
Veteran Member
Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 07-09-2015 , 07:41   Re: [TF2] RED+BLU vs Machine
Reply With Quote #39

Quote:
Originally Posted by Oshizu View Post
Rather than changing actual miniboss netprop using sendproxying to send clients false netprop could work
Agree
__________________
Benoist3012 is offline
FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-14-2015 , 21:39   Re: [TF2] RED+BLU vs Machine
Reply With Quote #40

That might work. Anybody wanna test?
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
FlaminSarge is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 20:02.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode