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[TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)


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Author
rthompson
Member
Join Date: Oct 2010
Plugin ID:
2412
Plugin Version:
1.0.0
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    [TF2] Metal Gear Online Team Sneaking Mode
    Old 07-01-2011 , 13:57   [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #1

    TF2 Metal Gear Online TSNE Beta version
    Latest Version : 1.00 beta

    Are you familiar with Metal Gear Online 2(the Online mode of Metal Gear Solid 4) Team Sneaking Mode?
    http://www.youtube.com/watch?v=qdmmoMj54ME

    This is it.
    Now you can enjoy TSNE with TF2.

    Requirements
    Class restrictions by DJ TSUNAMI(RECOMMENDED)
    http://forums.alliedmods.net/showthread.php?p=642353
    -You need this to restrict classes. Recommend settings are :
    RED TEAM : STEALTH TEAM. Spies only
    BLU TEAM : NON-STEALTH TEAM. Snipers only

    Hat removal by Monkeys(RECOMMENDED)
    http://forums.alliedmods.net/showthread.php?p=1472132
    -Hats should be removed cause this plugin doesn't support hats to be invisible.


    TF2 items manager by asherkin(RECOMMENDED)
    https://forums.alliedmods.net/showthread.php?t=115100
    -Revolvers, and SMG, and knifes should be edited for balance. Settings are included.
    -See the 3rd screenshot for more info. All revolvers and all knifes have the same attributes.


    TF2 Capture toggle by Swixel(OPTIONAL)
    http://forums.alliedmods.net/showthread.php?p=1327225
    -You might wanna disable capturing for realistic game play


    Description
    You can assign RED or BLUE to be the STEALTH team.
    If you are on stealth team, you will be automatically invisible. The invisible team will be UNSTEALTHED when shot by the enemy or hits self. When the round time reaches zero, the game will end and the STEALTH team will lose.
    Only your body becomes invisible. Your weapon will be still visible as this is also like this in MGO. This is not an unintended side effect.

    Objectives
    STEALTH Team : Kill all enemies (or do any map goals like CP or CTF) within the timelimit
    NON-STEALTH Team : Kill all enemies or survive until the timer reaches zero.

    Custom made CTF maps(with respawning disabled, only red can capture the flag and blu should defend) will be ideal for this map because TSNE in MGO is CTF. The RED team(STEALTH) in MGO should kill or stun the entire BLUE team or capture either GA-KO or KEROTAN before the round ends. BLUE team should defend GA-KO and KEROTAN until round ends or should kill or stun all enemies. When round time reaches zero, BLUE team wins.

    Sounds
    Sounds are automatically played according to game's current status.
    The ALERT and CAUTION sounds have 7 different types.
    Which type to use will be determined at each round start.

    On round start : plays CAUTION sound according to selected type.
    CAUTION phase : plays CAUTION sound according to selected type.
    ALERT phase : plays ALERT sound according to selected type.
    On HEAD SHOT : plays distinct clear high-tone sound on headshot kill.
    ALERT to CAUTION : plays stealth camouflage turning on sound(actually this sound is the octocam's sound from MGS4)

    Round end
    clients on defeated team : plays 2 different defeat sound randomly.
    clients on winning team : plays winning sound

    3 seconds left : plays timeover sound
    Settings
    Map : ARENA maps are HIGHLY recommeded as you don't respawn.
    Max rounds : 8 (mp_maxrounds)
    Timelimit per map : 15 (mp_timelimit)

    CVARs
    PHP Code:
    sm_mgo_enable "0" // 0 : Disable this plugin. 1 : all(to be supported) 2 : red  3 : blue. Determines which team should be the STEALTH team.
    sm_mgo_alert "4.0" // Duration of the Alert phase. Min : 0 Max : 60 in seconds.
    sm_mgo_gauge "/" //Text to be used for Alert Gauge. = or /(backslash) is recommended
    sm_mgo_alert_divide "0.2" // Min : 0.1 Max : 1.0  This determines the length of ALERT gauge. the shorter this value is, the longer the gauge becomes. recommended values are :  0.325 for (=) and 0.2 for (/)   this recommendation was based on 4 seconds alert setting.
    sm_mgo_alert_choice "1.0" // This chooses which music the plugin will use for ALERT and CAUTION phase. Min : 1 Max : 7. So this means there are currently 7 music types supported.
    sm_mgo_alert_volume "1.0" // Changes the volume of the music. Min : 0.0(mute)  Max : 1.0 (default).  All musics included has a relatively high volume. You can edit this CVAR if you think it's too loud.
    sm_mgo_roundtime "210.0" // Round Time. This value is not the same value of the map-oriented round time.  
     
    //the following cvars are controlled in-game and you don't need to edit them(to be precise, you SHOULDN'T EDIT THEM)
     
    sm_mgo_alert_playing "0.0" // 0 if not playing ALERT sound. 1 if playing
    sm_mgo_timeover_played "0.0" // 0 if not playing TIMEOVER sound. 1 if played
    sm_mgo_alerted "0.0" // This value decreases while in ALERT phase and remain 0 while CAUTION phase. If you override this value into something larger than 0, this will force-enter ALERT phase.
    sm_mgo_stealthed "0.0" // Automatically changes. 0 : not stealthed. 1 : stealthed
    sm_mgo_currentroundtime "0.0" // This value will be set to the sm_mgo_roundtime at each round start. Decreases as time goes by. When this roundtime reaches zero, the STEALTH team will be all slayed(leading to DEFEAT in arena mode)
    sm_mgo_roundend "0.0" // is the round ended?
    sm_mgo_version // VERSOIN  of this plugin
     
     
    // the following are the recommended settings of Class restrict
    // note that the Red team is the STEALTH team
     
    sm_classrestrict_enabled
    sm_classrestrict_flags a
    sm_classrestrict_immunity 0
    sm_classrestrict_blu_demomen 0
    sm_classrestrict_blu_engineers 0
    sm_classrestrict_blu_heavies 0
    sm_classrestrict_blu_medics 0
    sm_classrestrict_blu_pyros 0
    sm_classrestrict_blu_scouts 0
    sm_classrestrict_blu_snipers 
    -1  // Only snipers in the blu team
    sm_classrestrict_blu_soldiers 0
    sm_classrestrict_blu_spies 0
    sm_classrestrict_red_demomen 0
    sm_classrestrict_red_engineers 0
    sm_classrestrict_red_heavies 0
    sm_classrestrict_red_medics 0
    sm_classrestrict_red_pyros 0
    sm_classrestrict_red_scouts 0
    sm_classrestrict_red_snipers 0
    sm_classrestrict_red_soldiers 0
    sm_classrestrict_red_spies 
    -1  // Only spies in the red team 
    Download
    File too large to upload here. Click to download.
    Installation
    1. Download the file above and unzip and extract into TF folder. %Your Server Directory%\tf
    2. Edit your server.cfg : the included cfg file has all information you need. Add cvars you want.
    3. make sure the plugin is enabled. sm_mgo_enable should be either 2 or 3(red or blue respectively)
    Todo
    [TF2] Support Both team to be invisible. Split alert situations
    [CSS] Support CSS


    Screenshots
    http://forums.alliedmods.net/attachm...1&d=1309542131

    http://forums.alliedmods.net/attachm...1&d=1309542131

    Videos
    http://youtu.be/OrMy0VPA77A
    http://youtu.be/tronJHWds4c
    http://youtu.be/lKyCL36sSqU
    Note
    This plugin is still in beta version. So the source is still messy.
    Post any problem of thie plugin.


    Changelogs
    v 1.0.0 (2001-07-02) : beta release

    Attached Thumbnails
    Click image for larger version

Name:	ALERT gauge.jpg
Views:	850
Size:	43.2 KB
ID:	88332   Click image for larger version

Name:	invis.jpg
Views:	1517
Size:	96.1 KB
ID:	88333   Click image for larger version

Name:	weapons.jpg
Views:	1402
Size:	42.6 KB
ID:	88334  
    Attached Files
    File Type: sp Get Plugin or Get Source (mgo.sp - 478 views - 15.3 KB)
    File Type: smx mgo.smx (10.5 KB, 486 views)

    Last edited by rthompson; 07-01-2011 at 23:15. Reason: Added downlaod link
    rthompson is offline
    psychonic

    BAFFLED
    Join Date: May 2008
    Old 07-01-2011 , 14:31   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #2

    Link removed for now.

    You must offer the source code when distributing an SM plugin. It's both a forum rule and part of the license that SM exists under.
    psychonic is offline
    rthompson
    Member
    Join Date: Oct 2010
    Old 07-01-2011 , 14:38   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #3

    Quote:
    Originally Posted by psychonic View Post
    Link removed for now.

    You must offer the source code when distributing an SM plugin. It's both a forum rule and part of the license that SM exists under.
    Then, where should i upload this file? I added source code.
    rthompson is offline
    psychonic

    BAFFLED
    Join Date: May 2008
    Old 07-01-2011 , 14:47   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #4

    Quote:
    Originally Posted by rthompson View Post
    Then, where should i upload this file? I added source code.
    You can include the source in your linked download zip or you can make a separate zip of source and attach it to post if it's more than one file, else just attach it as is.
    psychonic is offline
    Mecha the Slag
    Veteran Member
    Join Date: Jun 2009
    Location: Denmark
    Old 07-01-2011 , 18:21   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #5

    Why are there so many requirements, and why is the plugin such a huge mess? This is a super simple plugin and it doesn't really make much sense. It could be rewritten in 100 lines or less.
    __________________
    Mecha the Slag is offline
    Sam-1-14
    Member
    Join Date: May 2010
    Old 07-01-2011 , 18:35   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #6

    A lot of the plugins required for this one to work are not neccessary as the code for class limitations and removing wearables is simple enough to write into this plugin (forgot what exactly what it was). the only exception is the tf2 items mod
    Sam-1-14 is offline
    Leonardo
    Veteran Member
    Join Date: Feb 2010
    Location: 90's
    Old 07-02-2011 , 01:40   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #7

    need some moar classic sounds
    http://xpenia.org/_tmp/mgs_encounter.mp3
    __________________
    Leonardo is offline
    Muffindemons
    New Member
    Join Date: Aug 2012
    Old 11-02-2012 , 11:22   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #8

    A shame that MGO got shut down. It was great while it lasted.
    Muffindemons is offline
    Helvetica
    Senior Member
    Join Date: Nov 2011
    Location: U.S.
    Old 11-04-2012 , 23:06   Re: [TF2] Metal Gear Online TSNE (v1.0.0 beta, 2011-07-02)
    Reply With Quote #9

    Quote:
    Originally Posted by Muffindemons View Post
    A shame that MGO got shut down. It was great while it lasted.
    MGO was the best ever, although I'm kind of glad it's over. There was nothing left except Mouse/Keyboard insta-headshotters by the time the servers went offline.

    This plugin is really awesome, but I doubt many TF2 players share my enthusiasm for Metal Gear, I can't really imagine people wanting to play this as a full time game mode on a server unfortunately.
    Helvetica is offline
    Reply


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