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[TF2] Uber Upgrades v0.9.4 (beta version 11/14/2013)


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Author
lobnico
Member
Join Date: Sep 2012
Plugin ID:
3634
Plugin Version:
0.9.4
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
Servers with this Plugin:
 
Plugin Description:
Buy uber upgrades as in Mvm but whith a source menu shop, anytime on battlefield. Works in all gamemodes
Old 04-29-2013 , 09:28   [TF2] Uber Upgrades v0.9.4 (beta version 11/14/2013)
Reply With Quote #1

[TF2ITEMS][TF2ATTRIBUTES]Uber Upgrades v0.9.4

(beta version 11/14/2013)

Description

Permit everyone to access to a buy menu. It allow to upgrade player and its equipment, also allows to get an additional primary weapon, and upgrade it, anytime.
Gameplay/Fun

Plugin dependencies


Tf2Items // functionalities depending of it is disabled in this version. but it still might be required
Tf2Attributes
TF2ItemsInfo
SDKTools(for the keyboard shortcut).

Cvars

uberupgrades_version: plugin version

sm_uu_moneybonuskill : Sets the money bonus a client gets for killing: default 100
sm_uu_moneyforteam_ratio: Sets the ratio of Money_drop from client that the team gets when killing him: default 0.05
with Money_drop = squareroot((money including money spent on upgrades from client))

sm_uu_moneyforotherteam_ratio: When a client get killed how much its team gets compared to killing team : default 0.5


sm_uu_startmoney: how much money when game starts ; def is 600

sm_uu_timermoneygive_blueteam: evry 20sec, blue team will get [x] $
sm_uu_timermoneygive_redteam: evry 20sec, red team will get [x] $

sm_uu_automoneyforteam_ratio: default is 1; Will provide money autobalance system between teams
if enabled
ALL money drops of a team will be multiplicated by Balance_ratio_of_that_teamē
with
Balance_ratio = (total money incl. money spend on upgrades of opposite team) / (total money incl. money spend on upgrades of team)
so basicamente a team two time richer will get 4 time less money and other team will gain 4 time more


Features

  • Usable with ALL gamemodes for abilities/upgrades testing/fun purpose with current cfg files.
  • Customizable to get slow or fast upgrade system during a pvp map.
  • Translation system with 5 langages! (thanks to contributors); en-fr-de-sv-pt
(See help on sourcemod forums about how to setup different langages)
  • No Mvm regular shop, entity is REmoveD from map when using this plugin as it is not compatible so no canteens for now soon..)
  • Other-mod friendly
  • For now, money making in non-mvm gamemode is made by ;
-killing opponents
The more upgraded they are, the more money you and your team gets
-time based event
  • Hundreds of attributes for almost all weapons ( in actual cfg files), and classes
  • Ccreate or edit unique attribute values (attriubte type, price, upgrade ratio, min and max values. So an attribute can have different costs, minmax, depending of class or weapon
  • Tweaks with attributes pack mixing disablities and upgrades, also customizable via cfg file.
/*Attach buyable upgrades category lists and attribute lists for players entities and items via cfg file
Replace your last slot by an upgradable new weapon (early version, can be enabled/disabled, weapon lists for class will be editable via cfg file in a future release)*/ <- disabled in this version

Known bugs
  • sry about that namechange spam/ will be workin on it
  • Spy watches/sappers not included/not wurkin, but soon..
  • Not too problematic but still category name title is bugged in some submenu display..
  • No Mvm regular shop, entity is Removed from map when using this plugin and no canteens for now soon..)
  • Some wearables and other weapon upg lists might not be defined in actual cfg files
  • Checkpoints in Mvm gamemode might still be messy? (money restored but previous class attributes persists). This might only occurs when you lose waves in Mann Versus Machine.
  • Some few weapons attributes/categories lists might be illogical an/or nunworkin (ex clip size on widowmaker..)

Is working nice, but still need testing/feedback.

Clients Command list
!buy: access to the menu
->A shortcut has been hardcoded: Reload+showscore (tf2 default is <R>+<Tab>).
still bind is better...
!uuhelp: display mod help in the chat // to be improved

!uurspwn 0 | 1 (def 1): diable/enable buymenu shows when respawns
//!uudteamup 0 | 1 (def 1):diable/enable team upgrades display in chat //nope is disabled
//[Admin]!us_enable_buy_new_weapon 0 | 1 (def 1): enable/disable //nope is disabled

Changelog

2013-11-14 (v0.9.4)
-More attributes, less bugs
-Translation system with 5 langages! (thanks to contributors); en-fr-de-sv-pt
See help on sourcemod forums about how to setup different langages
-A little bit of cleaning / stabilizing / optimization (yet, not enough)
-on pvp, attributes now stays until map change. Because nobody was capping no more D:


2013-05-20 (v0.9.1)
-Added "cost increased" possibility
-Blocked "backstaqb shield" attribute as it removes item, and might crash server...
-Tested successfully with loads of cash (more than 2 million) on any gamemode.
-A bit of cleaning / stabilizing

2013-05-15 (v0.9 )
-Corrected bug where original items attributes were not loading on map restart/team change
-Better .cfg lists with more balanced/working attributes
-CVars for money winning rules

2013-05-6 (v0.8 )
-Corrected bug when new attributes wouldn t fix on map restart/team change
-Added cfg lists for attribute define/differenciation
-Tested on cp/ctf/pl/plr/koth/arena/mvm

2013-04-29 (v0.6)
Alpha release

Installation instructions

Uncompress zip file in your $/addons/sourcemod/ directory,
if will put files in existin folders. At the right place.
If you re sure that tf2items, tf2attributes and tf2iteminfo are workin,
it will be enough

Usage of cfg files - advanced

uu_attributes.cfg: defines all attributes used in other cfg files.
Max possible is 600 entries

Theses attributes are identified in other cfg files by their "ref",
they are linked to attribute (from items_game.txt) by their "name"
other values are can be understood without much problem: "value", "cost", "min", "max"
"increased cost" defines the cost value raise of an upgrade each time. If undef == 0.1
-> (2nd upgrade cost) = (1st upgrade cost + (1st upgrade cost * increased cost))
So OP attributes, as fire rate can be balanced a bit

uu_weapons.cfg: links all "tf_weapon_or_item_class_names" to their corresponding "upgrade_list"
Maximum possible is 81 entries


uu_lists.cfg: define all the "body_(tf2_class)--for player attached upgrades-- and weapon upgrade lists ,categories and attributes ref. Max possible is up to 8 categories per lists, then 42 attrbutes per categories for each list.

"lists" {
Quote:
"body_scout" // list for the scout body upgrades. these ones must have their names unchanged
{
"special_tweaks_listid" "-1" //The #position of the special tweak category, -1 if none"
#position start with 0, so third position in menu means "2" (0, 1, [2])
"health upgrades"
{
"Up1" "Additionnal health" //upgrade 'ref' defined in uu_attributes.txt
"Up2" "upref"
...
}
"protection upgrades"
{
...
}
...
}

"list_name_ex" // list to link to a weapon in uu_weapons.cfg
{
"cat_name 1"

{
"special_tweaks_listid" "1" //"The #position of the special tweak category, -1 if none"

"attr" "attribute ref 1"
...

}
"special_tweak_cat_name"
{
"sp_tweak_list_id" "slow firerate while raising damage" // special sidegrade ref in special_tweaks.txt
...
}

...

}

...
}
uu_specialtweaks.cfg: List all the special tweaks.
Quote:
"Special_tweaks"
{
"Special Tweak name"
{
"Attribute ref 1" "ratio of [attribute value] to apply (ex 5 time "damage upgrade value" -> 5*25 = 125%)"
...

}
....
}
To change the gametype dsecription in server lists you should use st_gamedesc_override plugin and steamtools extension,
so people can understand this is not regular server gamemode.

Installation instructions for MVM

To get a good mvm testing playground, default version should be used with insane upgraded bots. A quick on-the-fly
random popfile and leveled-bots generator written in PHP is almost finished, thanks to contributors. You might ask for
some popfiles in pm till it get finished and released



Compilation instructions
COMPILER 1.5 Required. There's a zip contains all the script divided in txt parts, or the raw sp file if ya want!
Use the 4 corresponding depency inc files in order to compile the plugin.(Tf2Items.inc,Tf2Attributes.inc,TF2Ite msInfo.inc,SDKTools.inc)


Thank a million to all developers and contributors which have made these scripts possible!

Quote:
Ziparchive => Plugins directory which contains plugin file,
(optional)scripting is source 'files' along with bash(untested)/bat(tested) scripts to get fast compilation of uu directory;
configs mandatory cfg files
translation mandatory phrases files

full version contains source, other is main files only

uberupgrade0_9_4.zip
uberupgrade0_9_4_full.zip

Last edited by lobnico; 11-14-2013 at 10:29.
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Nintendofreak526
Junior Member
Join Date: Aug 2012
Old 04-29-2013 , 10:45   Re: [TF2] [Tf2Items] [TF2Attributes] Uber Upgrades 0.6 alpha version
Reply With Quote #2

Source file please
Nintendofreak526 is offline
lobnico
Member
Join Date: Sep 2012
Old 04-29-2013 , 11:22   Re: [TF2] [Tf2Items] [TF2Attributes] Uber Upgrades 0.6 alpha version
Reply With Quote #3

Was in zip file
lobnico is offline
AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 04-29-2013 , 11:28   Re: [TF2] [Tf2Items] [TF2Attributes] Uber Upgrades 0.6 alpha version
Reply With Quote #4

Quote:
Not far away from any gamemode version
so this will be available for normal gameplay (non mvm) ?
I started doing this with tf2Items config (no coding) but stopped at some point bcs too much work @__@
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lobnico
Member
Join Date: Sep 2012
Old 04-29-2013 , 11:49   Re: [TF2] [Tf2Items] [TF2Attributes] Uber Upgrades 0.6 alpha version
Reply With Quote #5

wrapped up

Last edited by lobnico; 05-06-2013 at 04:45.
lobnico is offline
NameUser
Senior Member
Join Date: Apr 2012
Location: Bay Area, California
Old 04-30-2013 , 18:54   Re: [TF2] [Tf2Items] [TF2Attributes] Uber Upgrades 0.6 alpha version
Reply With Quote #6

Code:
 //KvJumpToKey(kv, "STEAM_0:0:7", true);
 //KvSetString(kv, "name", );
 //KvRewind(kv);
 //KeyValuesToFile(kv, "C:\\tmp\\Upgrades_tables.txt")
??
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lobnico
Member
Join Date: Sep 2012
Old 04-30-2013 , 19:42   Re: [TF2] [Tf2Items] [TF2Attributes] Uber Upgrades 0.6 alpha version
Reply With Quote #7

Quote:
Originally Posted by NameUser View Post
Code:
 //KvJumpToKey(kv, "STEAM_0:0:7", true);
 //KvSetString(kv, "name", );
 //KvRewind(kv);
 //KeyValuesToFile(kv, "C:\\tmp\\Upgrades_tables.txt")
??
This mod was built within few time, and I left many weird and maybe not useful stuff over there.
This part is a TODO reminder. I ll use these fonction to print out all my hard coded lists into config files. Then the mod would be customizable...

Edit: That ' s wrapped up!

Last edited by lobnico; 05-06-2013 at 04:46.
lobnico is offline
lobnico
Member
Join Date: Sep 2012
Old 05-06-2013 , 04:45   Re: [TF2] Uber Upgrades v0.8 (beta version 5/6/2013)
Reply With Quote #8

and is now IN BETA STAGE!

dev/test server 94.23.12.9:27015

Last edited by lobnico; 10-10-2013 at 15:05.
lobnico is offline
deadmau54
AlliedModders Donor
Join Date: May 2013
Old 05-16-2013 , 05:23   Re: [TF2] Uber Upgrades v0.9 (beta version 5/15/2013)
Reply With Quote #9

Best mod I've ever played, I love it, it has lot of potential.
deadmau54 is offline
Happy DODs player
AlliedModders Donor
Join Date: Sep 2009
Old 05-16-2013 , 17:01   Re: [TF2] Uber Upgrades v0.9 (beta version 5/15/2013)
Reply With Quote #10

Played on your gameserver, and seen the mod.

Works pretty well must say. It is a bit build out then the other simliar version wich is made public a few days ago.

You have added the option to pick other weapons then the class has and the option to buy unusual paticles on weapons.

Ar you gone add more stuff if i may ask.? Like !robot, color weapons things like that so it would be a full menu wich people can buy stuff if they may make enough money ofcourse.

Keep up the works. gone add this version also on a new server soon.
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