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TF2 Fun Cvar Settings


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Silva506th
New Member
Join Date: Jul 2007
Old 11-15-2007 , 15:01   Re: TF2 Fun Cvar Settings
Reply With Quote #11

How would you go by installing this an what are the requirements?
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Wild1234
Junior Member
Join Date: Oct 2007
Old 11-15-2007 , 21:05   Re: TF2 Fun Cvar Settings
Reply With Quote #12

Quote:
Originally Posted by Silva506th View Post
How would you go by installing this an what are the requirements?
Ehh? You install it like any other sourcemod plugin. Just place the smx file in the "addons\sourcemod\plugins" folder. Only requirement is to have sourcemod installed, will need the adminmenu plugin running to use the menus.
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ThatGuy
Senior Member
Join Date: Nov 2007
Old 11-16-2007 , 03:33   Re: TF2 Fun Cvar Settings
Reply With Quote #13

I found a bunch more of commands on another forum, if you wouldn't mind implementing them (Or some)

Quote:
tf_maxspeed
tf_showspeed
tf_avoidteammates
tf_solidobjects
tf_clamp_back_speed
tf_clamp_back_speed_min
tf_caplinear
- If set to 1, teams must capture control points linearly.
tf_stalematechangeclasstime
- Amount of time that players are allowed to change class in stalemates.
tf_birthday
mp_waitingforplayers_time
- WaitingForPlayers time length in seconds
tf_fixedup_damage_radius
tf_obj_gib_velocity_min
tf_obj_gib_velocity_max
tf_obj_gib_maxspeed
object_verbose
- Debug object system.
obj_damage_factor
- Factor applied to all damage done to objects
obj_child_damage_factor
- Factor applied to damage done to objects that are built on a buildpoint
tf_fastbuild
tf_obj_ground_clearance
- Object corners can be this high above the ground
obj_dispenser_heal_rate
tf_sentrygun_damage
tf_sentrygun_ammocheat
tf_sentrygun_upgrade_per_hit
tf_sentrygun_newtarget_dist
tf_sentrygun_metal_per_shell
tf_sentrygun_metal_per_rocket
tf_sentrygun_notarget
tf_teleporter_fov_start
- Starting FOV for teleporter zoom.
tf_teleporter_fov_time
- How quickly to restore FOV after teleport.
tf_playerstatetransitions
- tf_playerstatetransitions <ent index or -1 for all>. Show player state ransitions.
tf_weapon_ragdoll_velocity_min
tf_weapon_ragdoll_velocity_max
tf_weapon_ragdoll_maxspeed
tf_damageforcescale_other
tf_damageforcescale_self_soldier
tf_damagescale_self_soldier
tf_damage_lineardist
tf_damage_critical_mult
tf_damage_range
tf_max_voice_speak_delay
- Max time after a voice command until player can do another one
tf_sudden_death_health_regen
tf_debug_damage
tf_spy_invis_time
- Transition time in and out of spy invisibility
tf_spy_invis_unstealth_time
- Transition time in and out of spy invisibility
tf_spy_max_cloaked_speed
tf_max_health_boost
- Max health factor that players can be boosted to by healers.
tf_invuln_time
- Time it takes for invulnerability to wear off.
tf_boost_drain_time
- Time is takes for a full health boost to drain away from a player.
tf_debug_bullets
- Visualize bullet traces.
tf_damage_events_track_for
tf_damage_criticalmod_maxtime
tf_damage_criticalmod_mintime
tf_damage_criticalmod_damage
tf_damage_criticalmod_maxmult
tf_useparticletracers
- Use particle tracers instead of old style ones.
tf_spy_cloak_consume_rate
- cloak to use per second while cloaked, from 100 max )
tf_spy_cloak_regen_rate
- cloak to regen per second, up to 100 max
tf_spy_cloak_no_attack_time
- time after uncloaking that the spy is prohibited from attacking
tf_stupid_stalemate
tf_cheapobjects
- Set to 1 and all objects will cost 0
tf_debug_flamethrower
- Visualize the flamethrower damage.
tf_flamethrower_velocity
- Initial velocity of flame damage entities.
tf_flamethrower_drag
- Air drag of flame damage entities.
tf_flamethrower_float
- Upward float velocity of flame damage entities.
tf_flamethrower_flametime
- Time to live of flame damage entities.
tf_flamethrower_vecrand
- Random vector added to initial velocity of flame damage entities.
tf_flamethrower_boxsize
- Size of flame damage entities.
tf_flamethrower_maxdamagedist
- Maximum damage distance for flamethrower.
tf_flamethrower_shortrangedamagemultiplier
- Damage multiplier for close-in flamethrower damage.
tf_flamethrower_velocityfadestart
- Time at which attacker's velocity contribution starts to fade.
tf_flamethrower_velocityfadeend
- Time at which attacker's velocity contribution finishes fading.
tf_grenadelauncher_chargescale
tf_grenadelauncher_livetime
tf_grenadelauncher_min_contact_speed
tf_grenade_forcefrom_bullet
tf_grenade_forcefrom_buckshot
tf_grenade_forcefrom_blast
tf_grenade_force_sleeptime
tf_pipebomb_force_to_move
weapon_medigun_damage_modifier
- Scales the damage a player does while being healed with the medigun.
weapon_medigun_construction_rate
- Constructing object health healed per second by the medigun.
weapon_medigun_charge_rate
- Amount of time healing it takes to fully charge the medigun.
weapon_medigun_chargerelease_rate
- Amount of time it takes the a full charge of the medigun to be released.
tf_medigun_lagcomp
tf_damage_critical_chance
tf_damage_critical_chance_rapid
tf_damage_critical_duration_rapid
tf_damage_critical_chance_melee
mp_forceactivityset
tf_grenade_show_radius
- Render radius of grenades
tf_grenade_show_radius_time
- Time to show grenade radius
tf_meleeattackforcescale
tf_rocket_show_radius
- Render rocket radius.
sv_instancebaselines
- Enable instanced baselines. Saves network overhead.
sv_useexplicitdelete
- Explicitly delete dormant client entities caused by AllowImmediateReuse().
sv_stressbots
- If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_sendtables
- Force full sendtable sending path.
sv_creationtickcheck
- Do extended check for encoding of timestamps against tickcount
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SaintK
Veteran Member
Join Date: Mar 2004
Old 11-16-2007 , 06:39   Re: TF2 Fun Cvar Settings
Reply With Quote #14

Quote:
Originally Posted by Wild1234 View Post
shouldnt need any plugin to change the sudden death time. Just use the "mp_stalemate_timelimit" command.

If you want something to allow people without cvar access to be able to edit that specific cvar, just let me know what sourcemod access level you would like it set at and I can put something together real quick for ya.

Hi,

thats quite stupid of me, didn't knew that excisted!

Cheers,

Last edited by SaintK; 11-16-2007 at 06:47.
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gnumsploitz
Junior Member
Join Date: Nov 2007
Location: Albany, NY
Old 11-21-2007 , 09:16   Re: TF2 Fun Cvar Settings
Reply With Quote #15

Hi Wild,

"sm_mprst <time>" is not working on maps like tc_hydro.

This is from the source of your plugin:

Code:
g_Cvar_RSTime = FindConVar("mp_respawnwavetime");
AFAIK, mp_respawnwavetime will only work on ctf_2fort and maps with only the "logic_auto" entity (I'll explain more below). This includes most customs, and some capture point maps that don't have different respawn times depending on time left for each team and/or which team you're playing.

I've played with the *.bsps using Ented.

This is 2fort's "logic_auto" entity:

Code:
{
"origin" "-48 84 617"
"spawnflags" "1"
"classname" "logic_auto"
"hammerid" "741865"
"OnMapSpawn" "tonemap_global,SetAutoExposureMin,.8,0,-1"
"OnMapSpawn" "tonemap_global,SetAutoExposureMax,1.1,0,-1"
"OnMapSpawn" "tonemap_global,SetBloomScale,.5,0,-1"
"OnMapSpawn" "tf_gamerules,SetBlueTeamGoalString,#2fort_blue_setup_goal,0,-1"
"OnMapSpawn" "tf_gamerules,SetRedTeamGoalString,#2fort_red_setup_goal,0,-1"
"OnMapSpawn" "tf_gamerules,SetStalemateOnTimelimit,1,0,-1"
}
Now, this can be edited to turn just ctf_2fort into an instant respawn map by adding:

Code:
 {
"origin" "-48 84 617"
"spawnflags" "1"
"classname" "logic_auto"
"hammerid" "741865"
"OnMultiNewRound" "tf_gamerules,setblueteamrespawnwavetime,0,0,-1"
"OnMultiNewRound" "tf_gamerules,setredteamrespawnwavetime,0,0,-1"
"OnMultiNewMap" "tf_gamerules,setblueteamrespawnwavetime,0,0,-1"
"OnMultiNewMap" "tf_gamerules,setredteamrespawnwavetime,0,0,-1"
"OnMapSpawn" "tf_gamerules,setblueteamrespawnwavetime,0,0,-1"
"OnMapSpawn" "tf_gamerules,setredteamrespawnwavetime,0,0,-1"
"OnMapSpawn" "tonemap_global,SetAutoExposureMin,.8,0,-1"
"OnMapSpawn" "tonemap_global,SetAutoExposureMax,1.1,0,-1"
"OnMapSpawn" "tonemap_global,SetBloomScale,.5,0,-1"
"OnMapSpawn" "tf_gamerules,SetBlueTeamGoalString,#2fort_blue_setup_goal,0,-1"
"OnMapSpawn" "tf_gamerules,SetRedTeamGoalString,#2fort_red_setup_goal,0,-1"
"OnMapSpawn" "tf_gamerules,SetStalemateOnTimelimit,1,0,-1"
}
"OnMultiNewRound" "tf_gamerules,setblueteamrespawnwavetime, 0,0,-1"
"OnMultiNewRound" "tf_gamerules,setredteamrespawnwavetime,0 ,0,-1"
"OnMultiNewMap" "tf_gamerules,setblueteamrespawnwavetime, 0,0,-1"
"OnMultiNewMap" "tf_gamerules,setredteamrespawnwavetime,0 ,0,-1"
"OnMapSpawn" "tf_gamerules,setblueteamrespawnwavetime, 0,0,-1"
"OnMapSpawn" "tf_gamerules,setredteamrespawnwavetime,0 ,0,-1"

The above part in bold is added to the code snippet.

This can mostly be disregarded, because "mp_respawnwavetime" takes care of instant respawn on maps like 2fort. It works. So adding

Code:
  "tf_gamerules,setblueteamrespawnwavetime,0,0,-1"
and
Code:
 "tf_gamerules,setredteamrespawnwavetime,0,0,-1"
..is redundant.

Now..

tc_hydro is different.

This is it's "team_round_timer" entity:

Code:
{
"origin" "96 0 832"
"timer_length" "480"
"targetname" "timer_central"
"StartDisabled" "0"
"start_paused" "1"
"show_in_hud" "1"
"auto_countdown" "1"
"classname" "team_round_timer"
"hammerid" "183233"
"OnFinished" "master_control_point,SetWinner,0,0,-1"
"On4MinRemain" "tf_gamerules,addblueteamrespawnwavetime,-4,0,-1"
"On3MinRemain" "tf_gamerules,addblueteamrespawnwavetime,-8,0,-1"
"On2MinRemain" "tf_gamerules,addblueteamrespawnwavetime,-12,0,-1"
"On4MinRemain" "tf_gamerules,addredteamrespawnwavetime,-4,0,-1"
"On3MinRemain" "tf_gamerules,addredteamrespawnwavetime,-8,0,-1"
"On2MinRemain" "tf_gamerules,addredteamrespawnwavetime,-12,0,-1"
"OnRoundStart" "tf_gamerules,setredteamrespawnwavetime,10,0,-1"
"OnRoundStart" "tf_gamerules,setblueteamrespawnwavetime,10,0,-1"
}
From what I can tell from that code snippet, the default respawn time for each team is 10 seconds. It's modified depending on time left. For example, if you're on blue with 3 minutes remaining, the respawn time is modified by 8 seconds. The negative value doesn't really make sense to me, unless it actually adds time, because I definitely recall seeing 18 second respawn times on tc_hydro while using this plugin and having "sm_mprst 0".

Instant respawn on tc_hydro can be achieved by changing to values to '0' like so:

Code:
"On4MinRemain" "tf_gamerules,addblueteamrespawnwavetime,0,0,-1"
"On3MinRemain" "tf_gamerules,addblueteamrespawnwavetime,0,0,-1"
"On2MinRemain" "tf_gamerules,addblueteamrespawnwavetime,0,0,-1"
"On4MinRemain" "tf_gamerules,addredteamrespawnwavetime,0,0,-1"
"On3MinRemain" "tf_gamerules,addredteamrespawnwavetime,0,0,-1"
"On2MinRemain" "tf_gamerules,addredteamrespawnwavetime,0,0,-1"
"OnRoundStart" "tf_gamerules,setredteamrespawnwavetime,0,0,-1"
"OnRoundStart" "tf_gamerules,setblueteamrespawnwavetime,0,0,-1"
This is the method I used to use to make all of my server maps have instant respawn. I rent a gameserver, so it was rather tedious editing every single map and having to upload to the ftp, making sure the old maps were overwritten. (Not to mention, it took a long time to upload, because some of the core 6 maps are over 60mb.)

The reason I'm making this post is that "mp_respawnwavetime" and having "sm_mprst" set to "0" does not seem to have any effect on maps, like tc_hydro, that have the "team_round_timer" entity!

Is this something that can painlessly be added to a plugin, or fixed? There are workarounds, but I love being able to use SourceMod plugins, just because they're so simple and easy to use. People on my TF2 server are a bit spoiled by the instant respawn times, so they tend to freak out when we play a map with "team_round_timer" and they have to wait 18 seconds to respawn.

Please let me know if I need to make anything more clear.

Btw, I should credit this thread:
http://forums.joe.to/viewtopic.php?f...ddea03afa462a5

Without googling and finding that topic, I wouldn't have a clue about Ented and how to edit the maps so that respawn is instant.

Last edited by gnumsploitz; 11-21-2007 at 09:20.
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Wild1234
Junior Member
Join Date: Oct 2007
Old 11-23-2007 , 23:23   Re: TF2 Fun Cvar Settings
Reply With Quote #16

Quote:
Originally Posted by ThatGuy View Post
I found a bunch more of commands on another forum, if you wouldn't mind implementing them (Or some)
I tried a couple of them and it diddnt seem like they worked. I'll try some more when I get a chance. Any idea how people get lists like this in the first place?

Quote:
Originally Posted by gnumsploitz View Post
Hi Wild,

"sm_mprst <time>" is not working on maps like tc_hydro.
Ack, you are correct:/ I'll see if I can figure something out for it, but it might take somebody with more skill than me to figure out that one.
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ThatGuy
Senior Member
Join Date: Nov 2007
Old 12-05-2007 , 02:06   Re: TF2 Fun Cvar Settings
Reply With Quote #17

Quote:
Originally Posted by Wild1234 View Post
I tried a couple of them and it diddnt seem like they worked. I'll try some more when I get a chance. Any idea how people get lists like this in the first place?



Ack, you are correct:/ I'll see if I can figure something out for it, but it might take somebody with more skill than me to figure out that one.

http://forums.steampowered.com/forum...d.php?t=623805


Also, excuse my noobness but would it be possible for a plugin such as this to run a command that usually requires sv_cheats 1? This might not be regarding this plugin..

I ask because for a melee only plugin, i'm sure there's a few ways to do it but the way I know involves
Quote:
ent_remove_all
commands, and it forces them to use melee only, so I was wondering if you can do a command to do the following, or a way of using a command without cheats forced to 1
Quote:
ent_remove_all tf_weapon_minigun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_flamethrower
ent_remove_all tf_weapon_grenadelauncher
ent_remove_all tf_weapon_pipebomblauncher
ent_remove_all tf_weapon_pistol
ent_remove_all tf_weapon_pistol_scout
ent_remove_all tf_weapon_revolver
ent_remove_all tf_weapon_rocketlauncher
ent_remove_all tf_weapon_scattergun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_shotgun_primary
ent_remove_all tf_weapon_shotgun_pyro
ent_remove_all tf_weapon_shotgun_soldier
ent_remove_all tf_weapon_smg
ent_remove_all tf_weapon_sniperrifle
ent_remove_all tf_weapon_syringegun_medic
ent_remove_all tf_weapon_pda_engineer_build
ent_remove_all tf_weapon_pda_engineer_demolish
ent_remove_all tf_weapon_medigun
ent_remove_all tf_weapon_minigun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_flamethrower
ent_remove_all tf_weapon_grenadelauncher
ent_remove_all tf_weapon_pipebomblauncher
ent_remove_all tf_weapon_pistol"
ent_remove_all tf_weapon_pistol_scout
ent_remove_all tf_weapon_revolver
ent_remove_all tf_weapon_rocketlauncher
ent_remove_all tf_weapon_scattergun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_shotgun_primary
ent_remove_all tf_weapon_shotgun_pyro
ent_remove_all tf_weapon_shotgun_soldier
ent_remove_all tf_weapon_smg
ent_remove_all tf_weapon_sniperrifle
ent_remove_all tf_weapon_syringegun_medic
ent_remove_all tf_weapon_pda_engineer_build"
ent_remove_all tf_weapon_pda_engineer_demolish
ent_remove_all tf_weapon_medigun;sv_cheats 0
ent_remove_all tf_weapon_minigun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_flamethrower
ent_remove_all tf_weapon_grenadelauncher
ent_remove_all tf_weapon_pipebomblauncher
ent_remove_all tf_weapon_pistol"
ent_remove_all tf_weapon_pistol_scout
ent_remove_all tf_weapon_revolver
ent_remove_all tf_weapon_rocketlauncher
ent_remove_all tf_weapon_scattergun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_shotgun_primary
ent_remove_all tf_weapon_shotgun_pyro
ent_remove_all tf_weapon_shotgun_soldier
ent_remove_all tf_weapon_smg
ent_remove_all tf_weapon_sniperrifle
ent_remove_all tf_weapon_syringegun_medic
ent_remove_all tf_weapon_pda_engineer_build
ent_remove_all tf_weapon_pda_engineer_demolish
ent_remove_all tf_weapon_medigun
ent_remove_all tf_weapon_minigun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_flamethrower
ent_remove_all tf_weapon_grenadelauncher
ent_remove_all tf_weapon_pipebomblauncher
ent_remove_all tf_weapon_pistol
ent_remove_all tf_weapon_pistol_scout
ent_remove_all tf_weapon_revolver
ent_remove_all tf_weapon_rocketlauncher
ent_remove_all tf_weapon_scattergun
ent_remove_all tf_weapon_shotgun_hwg
ent_remove_all tf_weapon_shotgun_primary
ent_remove_all tf_weapon_shotgun_pyro
ent_remove_all tf_weapon_shotgun_soldier
ent_remove_all tf_weapon_smg
ent_remove_all tf_weapon_sniperrifle
ent_remove_all tf_weapon_syringegun_medic
ent_remove_all tf_weapon_pda_engineer_build
ent_remove_all tf_weapon_pda_engineer_demolish
ent_remove_all tf_weapon_medigun
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ratty
SourceMod Donor
Join Date: Jan 2006
Old 12-05-2007 , 13:13   Re: TF2 Fun Cvar Settings
Reply With Quote #18

Hm you could try putting that in a .cfg file, with sv_cheats 1 at the start of it and sv_cheats 0 at the end. Then add it to adminmenu_cfgs.txt
Making it trigger during sudden death would be quite awesome.
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ThatGuy
Senior Member
Join Date: Nov 2007
Old 12-05-2007 , 17:52   Re: TF2 Fun Cvar Settings
Reply With Quote #19

yeah ratty that's what I do, except i have it more complex because if you have the stalematechangeless time higher then 0, people could switch classes and get the weapons back. So i built into the map to exec it every 5 seconds up until it reaches 21, and it also plays benny hill music on sudden death.


Also for the commands I found the object names so you can maybe hook them in rather then the list I have above. (Ex: CTFMinigun , CTFFlameThrower)
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nutz
Member
Join Date: Aug 2007
Location: vegas
Old 12-09-2007 , 22:03   Re: TF2 Fun Cvar Settings
Reply With Quote #20

you should add the birthday cvar into this plugin and stick it in the menu too...
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