What I currently know about this year's halloween event.

Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
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
 
Last edited:
Mar 23, 2010
1,872
1,696
someone make mvm with a wave of merasmus + monoculus + horseman all at once with a wheel spin everytime one is killed
 
Last edited:

Trotim

aa
Jul 14, 2009
1,195
1,045
speakresponseconcept?

Can I finally make bots say things when they enter a specific area??
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
I just noticed dxlevel 90 has phongless models (like in tf2 beta), but dxlevel 95 returns back to normal mode
yay >:3
 

Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
Bump.

found 2 things.

1. The new SpeakResponseConcept doesn't always trigger, this is built in, I've sent an email to valve asking to fix it.
2. It seems valve was planning a zombie mode, a hidden entity called tf_zombie was found, it's an npc that follows and attacks you.
 

Deathtrix

L1: Registered
May 22, 2013
1
0
I pretty much made an account just for this issue.

So recently I tried playing around with merasmus myself using the info given in the Valve developer community here
https://developer.valvesoftware.com/wiki/Merasmus

I also posted a thread on steam forums, which pretty much covers the gist of my own issues with him.

I've been using a testing space of about 3000x by 3000y by 1000z
With 4 internal walls to break the line of sight.
func_nav_prefer covers the area within the internal walls, so its about 2000x2000x1000
Info_targets named specifically:
boss_flying1, boss_flying2, boss_start, boss_end and with a nav file generated. I also added a hurt trigger so that I could bring his health down to 50% to see how he would behave during his hiding phase.

I'm unsure why but there are 4 issues.
1: When your head is replaced with a bomb and you run back to him, it doesn't explode, and the only way it is removed is after some time passes.
2: He doesn't teleport or use his attack where he floods the area with bombs.
3: When he is at 50% health and goes into his prop phase, his health does not regenerate.
4: During his hiding phase if you destroy any of his props Tf2 crashes with the error

64/ - tf_ammo_pack: UTIL_setModel: Not precached: Models/items/ammmopack_medium.mdl


I noticed Item no.4 was covered in the original post, I guess the question would be whether or not it can be fixed?