MvM: SetCustomUpgradesFile? How to pack Upgrades file into the map?

Discussion in 'Mapping Questions & Discussion' started by Yakibomb, Sep 16, 2018 at 9:38 AM.

  1. Yakibomb

    Yakibomb L1: Registered

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    I'm making a map with custom upgrades for MvM. The custom upgrades file is developed and completed, but I don't know how to pack it correctly!...

    The SetCustomUpgradesFile command works fine, only when the file is present inside the directory. Though when I pack it into the map using VIDE and delete it client-side, it spits out an error:

    Code:
    Can't open /scripts/items/mvm_upgrades_medieval_yakibomb.txt
    
    I've done all I can think of...

    In the map itself, I used:
    entity -> logic_auto
    output -> OnMapSpawn or OnMultiNewMap
    triggered -> tf_gamerules
    input -> SetCustomUpgradesFile
    parameter -> /scripts/items/mvm_upgrades_medieval_yakibomb.txt

    In VIDE, I put it into the directory of "/scripts/items", yet no avail.

    Other info:

    I used this command to develop the new upgrades file:

    Code:
    ent_fire gamerules SetCustomUpgradesFile "/scripts/items/mvm_upgrades_medieval_yakibomb.txt"
    I haven't gotten this to work after several hours of newb labor! Help!

    And Thank You!
     
  2. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Most MvM maps I've downloaded had the script folder separate. Maybe you won't be able to pack it?

    Also, I was not aware of this custom upgrade file command! Can you point me towards a tutorial on how to make one?
     
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  3. Yakibomb

    Yakibomb L1: Registered

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    I must not be able to pack it, unfortunately. I guess I can just pack it separately, not that big of a deal. (Unless it somehow makes server owners not want to run it...)

    There is no guide that I know of. I actually did it with the little bits of info I got from Sigsegv's server board group on the Steam Community forums.

    Here is a mini-guide:
    The upgrades themselves are pretty restrictive (or simply hardcoded) on what you can add and not add. You can't add purchasable attributes to certain weapons. Basic rule is if you add one attribute from items_game.txt, it adds it to all the weapons (except things like Sandviches and passive secondaries). Some attributes are tied to certain weapons (like Sandman's Mark For Death) and it can't be added to any other weapon.

    Body attributes are different, though. Any attribute can be added to the body, things like ammo regen adds it to all weapons (side note: If ammo regen is on a weapon, it only applied to that weapon). You can even add +max HP upgrades if you wanted (which is done on Sigsegv's extra-modded server).

    So with that in mind, you can mod the attribute's setting with any integer or number, and it'll buy that if you have enough credits. For example, I could buy an attribute that removes No Random Crits for $500 credits.

    And, generally you can only have 8 upgrades total on a weapon, because if there are more it'll just look like it's falling off the menu.

    Umm, yeah. That's pretty much all I can think of for the time being.
     
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