Things Requiring Money.

Scatter

L1: Registered
Dec 12, 2012
10
1
Me again; I'm making an MvM map where you can power-up with things, and I'd love to use the currency_give command to pay for these power-ups.


But if you have, let's say, 500, and the machine requires 5000, it will just take what you have and leave you at zero since currency_give doesn't go into negatives.

Is there anyway I could make it so you could not buy something if you don't have enough?


And on a seperate note, could you somehow blend the arena logic with MvM and make it so when you die, you die until your team fails/beats the wave?

ANY help appreciated, thanks!
 
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Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
That arena logic would be really harsh on the players.


FINALLY

A CHALLENGING MVM MAP THAT RELIES ON SKILL AND NOT STAMINA
 

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
the 'currency_give' command requires cheats to be on... You could just make custom waves that reward lots of money to counteract this.

That arena logic for mvm does sound interesting, though to make it that way you would have to change the mvm code, or somehow block respawning.
 

Scatter

L1: Registered
Dec 12, 2012
10
1
Yeah, sadly most of the things in the map require sv_cheats 1 :/
I could probably make it so that after the effects are applied sv_cheats is switched off.
I also bumped up the respawn time really high for now, but there's still scouts that instant respawn.
I'm also trying to make this all map only.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
trying to add arena logic in the mix is probably not a good idea. I don't know what outputs are available on mvm, but you could disable the main spawns once the wave is started and make the players spawn in an area disconnected from the map if they die during the wave.
 

Schnedwob

L1: Registered
Jul 15, 2012
10
3
I know very little about mapping and this is kind of a roundabout way of doing so, but maybe-

  • Set up a map-encompassing trigger_multiple
  • Filter it to BLU-only
  • Set it up to disable the spawn doors until there are no BLUs within the trigger

Would that work, as far as respawn goes?