Community Training Maps: Valve

Feb 17, 2009
1,165
376
tr_orange...
for pyro.
tr_orange.png
 

Trotim

aa
Jul 14, 2009
1,195
1,045
No-one knows yet. But it'd be nice if each class got their own special map/area.
In order to also introduce the different themes of TF2 (Alpine etc.) I'm pretty sure each class should get its own area.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well target has it's own set of entities for the demoman, but that doesn't mean it will end up serving the demoman's training as well.

I don't think it matters if we add to target, or create our own stuff. obviously the latter is waaaaay less limiting on what kind of training we can do.
 
Feb 17, 2009
1,165
376
Did you actually get the targets to display that cool breaking effect when broken? because I can't manage to do it.

If you did, any chance you can make a prefab?

Sorry, It was a joke about orange maps. ;)
I haven't played with the new entities yet so I cant help you.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Well target has it's own set of entities for the demoman, but that doesn't mean it will end up serving the demoman's training as well.

I don't think it matters if we add to target, or create our own stuff. obviously the latter is waaaaay less limiting on what kind of training we can do.

Target doesn't have enough unbreakable glass for the demoman.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Joo, it's one of the new entities.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Code:
[B][U]training_annotation[/B][/U]
[B]Keyvalue:[/B] display_text
Keyvalue lifetime
[B]Input:[/B] Show
[B]Input:[/B] Hide

[B][U]filter_tf_damaged_by_weapon_in_slot[/B][/U]
[B]Keyvalue:[/B] weaponSlot
[B]Keyvalue:[/B] Negated
[B]Input:[/B] TestActivator
[B]Output:[/B] OnPass
[B]Output:[/B] OnFail


[B][U]tf_logic_training_mode[/B][/U]
[B]Keyvalue:[/B] nextMap
[B]Input:[/B] ShowTrainingMsg
[B]Input:[/B] ShowTrainingObjective
[B]Input:[/B] ForcePlayerSpawnAsClassOutput
[B]Input:[/B] KickBots
[B]Input:[/B] ShowTrainingHUD
[B]Input:[/B] HideTrainingHUD
[B]Input:[/B] EndTraining
[B]Input:[/B] PlaySoundOnPlayer
[B]Input:[/B] WaitForTimerOrKeypress
[B]Output:[/B] OnPlayerSpawnAsScout
[B]Output:[/B] OnPlayerSpawnAsSniper
[B]Output:[/B] OnPlayerSpawnAsSoldier
[B]Output:[/B] OnPlayerSpawnAsDemoman
[B]Output:[/B] OnPlayerSpawnAsMedic
[B]Output:[/B] OnPlayerSpawnAsHeavy
[B]Output:[/B] OnPlayerSpawnAsPyro
[B]Output:[/B] OnPlayerSpawnAsSpy
[B]Output:[/B] OnPlayerSpawnAsEngineer
[B]Output:[/B] OnPlayerDied
[B]Output:[/B] OnBotDied
[B]Output:[/B] OnPlayerSwappedToPrimary
[B]Output:[/B] OnPlayerSwappedToSecondary
[B]Output:[/B] OnPlayerSwappedToMelee

[B][U]bot_roster[/B][/U]
[B]Keyvalue:[/B] team
[B]Keyvalue:[/B] allowClassChanges
[B]Keyvalue:[/B] allowScout
[B]Keyvalue:[/B] allowSniper
[B]Keyvalue:[/B] allowSoldier
[B]Keyvalue:[/B] allowDemoman
[B]Keyvalue:[/B] allowMedic
[B]Keyvalue:[/B] allowHeavy
[B]Keyvalue:[/B] allowPyro
[B]Keyvalue:[/B] allowSpy
[B]Keyvalue:[/B] allowEngineer
[B]Input:[/B] SetTeam
[B]Input:[/B] SetAllowScout
[B]Input:[/B] SetAllowSniper
[B]Input:[/B] SetAllowSoldier
[B]Input:[/B] SetAllowDemoman
[B]Input:[/B] SetAllowMedic
[B]Input:[/B] SetAllowHeavy
[B]Input:[/B] SetAllowPyro
[B]Input:[/B] SetAllowSpy
[B]Input:[/B] SetAllowEngineer


[B][U]bot_generator[/B][/U]
[B]Keyvalue:[/B] count
[B]Keyvalue:[/B] maxActive
[B]Keyvalue:[/B] interval
[B]Keyvalue:[/B] class
[B]Keyvalue:[/B] team
[B]Keyvalue:[/B] action_point
[B]Keyvalue:[/B] initial_command
[B]Keyvalue:[/B] suppressFire
[B]Keyvalue:[/B] disableDodge
[B]Keyvalue:[/B] actionOnDeath
[B]Keyvalue:[/B] useTeamSpawnPoint
[B]Keyvalue:[/B] difficulty
[B]Input:[/B] Enable
[B]Input:[/B] Disable
[B]Input:[/B] SetSuppressFire
[B]Input:[/B] SetDisableDodge
[B]Input:[/B] SetDifficulty
[B]Output:[/B] OnSpawned
[B]Output:[/B] OnExpended

[B][U]bot_action_point[/B][/U]
[B]Keyvalue:[/B] stay_time
[B]Keyvalue:[/B] desired_distance
[B]Keyvalue:[/B] target
[B]Keyvalue:[/B] command

No no, I meant the actual text, like the Pyro description here

- InputShowTrainingMsg (Input)(0 Bytes) - ShowTrainingMsg
- InputShowTrainingObjective (Input)(0 Bytes) - ShowTrainingObjective

Both take a string or translation indentifier as their parameter
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
what is a bigger question is how did you get that message and be able to spawn as pyro.. I thought the entity that shows the messages was the same entity that restricted you to soldier...
 

Newb

L1: Registered
Jun 12, 2010
6
0
what is a bigger question is how did you get that message and be able to spawn as pyro.. I thought the entity that shows the messages was the same entity that restricted you to soldier...

There's an entity where you get to choose which classes are restricted.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
There's an entity where you get to choose which classes are restricted.

Doubt it, I added just a tf_logic_training_mode via sourcemod to a few maps and got restricted to soldier only. - Didn't detect any other entities being spawned at the same time, nor is there an (Obvious) Network property to control it.
 

DjD

L5: Dapper Member
May 18, 2010
230
55
Doubt it, I added just a tf_logic_training_mode via sourcemod to a few maps and got restricted to soldier only. - Didn't detect any other entities being spawned at the same time, nor is there an (Obvious) Network property to control it.

same for me, seems to be hardcoded
or maybe you can change it by editing something somewhere
 

Mexican Apple Thief

L3: Junior Member<br>LEAD FARMER
Aug 23, 2008
345
60
Depending on how much work you're willing to put into it, training could be like the single player mode we never had.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Doubt it, I added just a tf_logic_training_mode via sourcemod to a few maps and got restricted to soldier only. - Didn't detect any other entities being spawned at the same time, nor is there an (Obvious) Network property to control it.

Input: ForcePlayerSpawnAsClassOutput?
 

Geit

&#128156; I probably broke it &#128156;
aa
May 28, 2009
598
1,161
Input: ForcePlayerSpawnAsClassOutput?
I did test it and it doesn't appear to do anything. - Tried both Class IDs and class strings.

Based on the name I'm guessing it forces the OnPlayerSpawnedAsClass output of the player's current class to fire.

Also:

Been having fun spawning annotations on the fly with sourcemod. Sadly they refuse to work outside of listen servers.
0jti.png

(Yes, I failed and took the image too late)
 
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