Poking around in the new files, can't do too much due to the hammer errors, but this is what I have so far.
THE WHEEL
The wheel can be inserted into other maps, the entity is named "wheel_of_doom" and has a bunch of attributes.
Has two keyvalues:
has_spiral - No idea, assuming it changes if there's a green spiral effect on the card.
effect_duration - How long it lasts.
For the thriller option:
You need targets for each position.
dance_teleport_[team][number up to 15 starting with 0]
The spawned ghosts are simply "ghost", the jarates are "tf_projectile_jarate" (they fixed them not doing anything, thank god)
MERASMUS
Merasmus' entity is simply "merasmus".
For Merasmus, you need 4 more info_targets
boss_flying1 and boss_flying2
boss_end
and
boss_start (not sure what this one does)
By more, I mean along with the eyeball and HHH targets.
In custom maps he works differently. He doesn't turn you into a bomb, he doesn't use hellfire, he only seems to throw bombs, melee and launch you in the air.
Spawning Merasmus will crash your map when you disconnect. This isn't 100% though.
The uber/kritz/speed effect is again built in to the map.
Merasmus's hide as seek works oddly, it creates entities named tf_merasmus_trick_or_treat_prop.
Crashes the map though, since they aren't precached.
Unrelated but new
A NEW INPUT WAS BUILT FOR PLAYERS.
ent_fire player speakresponseconcept TLK_PLAYER_PAIN
or just speakresponseconcept.
The responses can be found in the cfg.
More to be added as I mess around
THE WHEEL
The wheel can be inserted into other maps, the entity is named "wheel_of_doom" and has a bunch of attributes.
Has two keyvalues:
has_spiral - No idea, assuming it changes if there's a green spiral effect on the card.
effect_duration - How long it lasts.
For the thriller option:
You need targets for each position.
dance_teleport_[team][number up to 15 starting with 0]
The spawned ghosts are simply "ghost", the jarates are "tf_projectile_jarate" (they fixed them not doing anything, thank god)
MERASMUS
Merasmus' entity is simply "merasmus".
For Merasmus, you need 4 more info_targets
boss_flying1 and boss_flying2
boss_end
and
boss_start (not sure what this one does)
By more, I mean along with the eyeball and HHH targets.
In custom maps he works differently. He doesn't turn you into a bomb, he doesn't use hellfire, he only seems to throw bombs, melee and launch you in the air.
Spawning Merasmus will crash your map when you disconnect. This isn't 100% though.
The uber/kritz/speed effect is again built in to the map.
Merasmus's hide as seek works oddly, it creates entities named tf_merasmus_trick_or_treat_prop.
Crashes the map though, since they aren't precached.
Unrelated but new
A NEW INPUT WAS BUILT FOR PLAYERS.
ent_fire player speakresponseconcept TLK_PLAYER_PAIN
or just speakresponseconcept.
The responses can be found in the cfg.
More to be added as I mess around
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