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


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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 10-07-2017 , 21:11   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #201

You can turn off tenmvm_safety to use 16 players, but if the bot players have already joined the server they'll take up the spots that the extra 6 players would use. You'll have to kick those bots to let other players join.
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gry
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Join Date: Apr 2014
Location: Russia, Moscow
Old 12-02-2017 , 12:22   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #202

I was hosted 2 10MvM server for about 4 years, now its dead because QuickPlay is not working after Jungle Inferno update.
Thanks for this plugins FlaminSarge.
R.I.P.
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starter87
Junior Member
Join Date: Jul 2012
Old 05-19-2018 , 16:26   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #203

we need an update on this, seems like is not working in any of my server, shows that 10 players can join but only 6 can play
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 06-10-2018 , 00:54   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #204

This still seems to work mostly fine on my server so I'm not sure if you have another plugin conflicting with this or something.

Remember that mvm_visiblemaxplayers and the 10vm plugin are different plugins.
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Bread EOTL GunMettle Invasion Jungle Inferno 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.

Last edited by FlaminSarge; 06-10-2018 at 00:55.
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Dagothur
Member
Join Date: Dec 2014
Old 09-02-2018 , 21:18   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #205

The manual mvmred command works fine but the automation isn't working anymore. There's probably more elegant solutions but I made a repeating timer that FakeClientCommands the sm_mvmred command and only stops once the player is detected on RED.

edit: looks like the problem is that the jointeam command doesn't fire when a player gets into the game. There's also this message popping up (not sure if it's relevant or has always been there):

MVM assigned Dagothur to spectator, all slots for defending team are in use, or reserved for lobby members

Until a better implementation/solution is available I've attached an edited version that has the auto join working.
Attached Files
File Type: sp Get Plugin or Get Source (tenmannvsmachine.sp - 490 views - 6.1 KB)

Last edited by Dagothur; 09-02-2018 at 21:51.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 10-06-2022 , 21:08   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #206

Did one of the recent updates break people joining red team with more than 6 players? (not 10vM)
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-27-2023 , 20:07   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #207

https://www.teamfortress.com/post.php?id=207059
Quote:
Add ConVars to control Mann vs. Machine team limits on community servers
tf_mvm_defenders_team_size
tf_mvm_max_connected_players
I'm inclined to think this plugin may no longer be necessary. Anyone able to confirm?
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 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
Edu_MochilaBR
Junior Member
Join Date: Dec 2016
Location: São Paulo - Brazil
Old 07-28-2023 , 21:19   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #208

Quote:
Originally Posted by FlaminSarge View Post
https://www.teamfortress.com/post.php?id=207059


I'm inclined to think this plugin may no longer be necessary. Anyone able to confirm?
Indeed - Im using just these now. Working smooth.
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GnomeChompski
Senior Member
Join Date: Jul 2012
Old 08-09-2023 , 16:54   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #209

Quote:
Originally Posted by FlaminSarge View Post
https://www.teamfortress.com/post.php?id=207059


I'm inclined to think this plugin may no longer be necessary. Anyone able to confirm?
I'm still using it, the new configs dont account for reserved slots.
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