What I currently know about MvM.

Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
I'll be editing this as I find out more crap.

Everything is handled in a .pop file.
To get your map to work with MvM you need a [YOUR MAP].pop file (I just copied the coaltown .pop file and renamed it).

Put it in the tf/scripts/population folder.

You need the game logic as well, put tf_logic_mann_vs_machine in your map.
This enables MvM on your map, but for some odd reason, it won't spawn bots.

To fix this you need a .nav mesh (which you'd need anyways, but it's a requirement.)

MvM is now enabled on your map!
There's much more, but this is the basics, you can edit the .pop file.


More crap.

The tank boss is called.. tank_boss, I don't really know how it works too well though.

You can spawn money, the entity is called tf_currencypack_small/large/medium.
Small gives 5, large gives 25, assuming medium gives 10.

You CANNOT use the upgrade station outside of MvM, even if you have currency, it doesn't apply the changes. You NEED to be in MvM for it to work.
 
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Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
Found out how to make it work.
I'll re-write it to just get it working.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
// A template for a TFBot entry that creates a Natascha wielding Heavy

Wait wait wait... does this mean normal TF2 bots can now use unlocks too? Like Natascha, Huntsman, Targe etc...?

CharacterAttributes // same attributes as those listed in items_master.txt
{
"move speed bonus" "3"
"dmg from sentry reduced" "0.8"
}

Oh man you can apply wearer attributes to the spawned bots. This is pretty neat

StartWaveOutput // when this Wave becomes active, fire an output to the given target entity
{
Target MyNamedEntity // the mapper-specified name of an entity
Action OnTrigger // the action to send to the entity
}
And the wave can send an output to entities when it starts or ends. Yeah this is surprisingly flexible considering how hardcoded many additions have been
 
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MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
IDK but I want an upgrade panel allowing 'purchases' of items for the base, i.e. permanent level 1 sentry near bomb hole, add a bridge at x location, add health/ammo at x location, permanently reroute tanks through longer segment, etc... Put the emphasis on the fortress in team fortress
 
Mar 23, 2010
1,872
1,696
goddamn you can do literally everything with these entities. thankya, valve~

mvm contest in a month, gogogo

IDK but I want an upgrade panel allowing 'purchases' of items for the base, i.e. permanent level 1 sentry near bomb hole, add a bridge at x location, add health/ammo at x location, permanently reroute tanks through longer segment, etc... Put the emphasis on the fortress in team fortress

also ravenholm traps.
 
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samp20

L1: Registered
Jul 4, 2012
19
11
I found the sample mvm stuff in sourcesdk_content\tf\mvm. That contains a .bsp, .nav and .pop
 
Mar 20, 2012
391
806
I don't have an mvm folder in my sourcesdk_content/tf folder - just my 'mapsrc', modelsrc' and 'particles' folders.

Mr. Happy told me last night I'd be able to find the example stuff in the tf2 content.gcf. But apparently, my computer deleted my GCFScape a while back and the download links for it no longer work.

Anyone know of a good substitute program?
 

tyler

aa
Sep 11, 2013
5,102
4,621
Just refreshing the SDK content should pull the mvm_example vmf up in your mapsrc folder. As for the rest, I dunno, I'd find a mirror for GCFscape.
 
Mar 20, 2012
391
806
Well, you learn something new everyday. I've never had to do that in order to get new files to show up after an update. Thanks.

I'll just try making my own population folder in tf/scripts and seeing if I can run the example map that the SDK comes with like that.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
When do we get a mvm mapping contest?
 

Davydov611

L1: Registered
Aug 17, 2012
4
0
Pop files & MvM Upgrade station

Wait a sec i dont understand does tf2 automatically check for the pop files or to i have to tell tf2 to look for it using a function in the map :confused:

Any way what i am wondering is if we can use the upgrade station in other game modes. I currently managed to put it in to 2fort but im questioning the ability to gain money. As Far as i know the most we can do is make red team start with a specific number of credits but that would be useless in a ctf map.

One the other hand i see some potential for this on Attack\ Defense or Payload maps. You could have the Red team with a specific number of credits and Blu with instant respawn and more team mates (which if i recall can be controlled by a function and the number of info_start_team entitys respectively.)

As for covering up MvM (which is a must have in order to get the credits working in the pop file as far as i know) i think you can use the tf_gamerules entity to cover it up by switching the hud (or gui i don't know what its called) to Ctf, Payload or Control Points. And to prevent people from messing up the hud (which happens when all players press F4 and there arnt any pop commands) you can use a command to prevent the first wave to start (P.S. although i don't know what it is you can see it at work in all official valve MvM maps while waiting for a more players.)

I'm not much of a map maker but i decided to trow this info out when i was this thred in hopes that some one alot better would use this to make a non-MvM map that still uses the upgrade station.
 

Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
It's automatic.

Also you can get money outside of the game modes, but the upgrade stations will NOT work.