MvM Spies and Engineer bots not teleporting

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_Arad_

L1: Registered
Jan 22, 2018
9
i created a mvm map which has a bot_hint_engineer_nest and all that stuff. but, when i put an attribute to an engineer: "TeleportToHint" in the pop file, it doesnt teleport/spawn at all. also, my spies can spawn, but they dont teleport somewhere into the map. any help?
 

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Billo

aa
Feb 8, 2016
888
i havent downloaded your map but this reminds me of a problem i had and the solution was simple. i had forgotten to do a nav mesh or at least redo it cause any changes you make may effect the nav too so yea
 

_Arad_

L1: Registered
Jan 22, 2018
9
but listen, my spies dont teleport and i dont know how to make them teleport + my engineers dont teleport to a specific place, and i didnt do any changes in the map itself
 

Billo

aa
Feb 8, 2016
888
okay,
what do you use for the pop? i mean its the coding that makes the bots and stuff you know.
i use mvm.tf and i didnt have a problem. try it for yourself if you havent already, it might turn out to be good for you : https://mvm.tf/
with that i managed in my mvm map to make engineers and spies spawn when i wanted so yea , i hope i helped
 

_Arad_

L1: Registered
Jan 22, 2018
9
Well, I know how to code a pop file from scratch and mvm.tf only allows the default valve maps and we're talking about a custom map.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
okay,
what do you use for the pop? i mean its the coding that makes the bots and stuff you know.
i use mvm.tf and i didnt have a problem. try it for yourself if you havent already, it might turn out to be good for you : https://mvm.tf/
with that i managed in my mvm map to make engineers and spies spawn when i wanted so yea , i hope i helped
Didn't have a problem? In the version of Snowflake I tested, your map had gatebots, waves were unlosable, and I got stuck in waves 6 and 7 cuz robots stopped spawning.

Many people have complained that mvm.tf produces broken popfiles. When I made an MvM map, I used old.mvm.tf and experienced no troubles with broken popfiles, but if you can make the popfiles by hand, you're better off doing that.
 

Billo

aa
Feb 8, 2016
888
yes sure which version though?
the latest or one of alpha?
cause i playtested the latest version many times and i was fine
 

_Arad_

L1: Registered
Jan 22, 2018
9
Now I decided that the engineers won't teleport but spawn normally like in mannhattan, but the spies are still problematic. Any fix?
 

Benoist3012

L3: Member
Dec 25, 2015
148
You don't, the game does that for you.

Edit: Also make sure spy aren't stuck in a brush when spawning. Also do not noclip while testing, you have to be on ground when they spawn.
 

henke37

aa
Sep 23, 2011
2,075
Spybots only spawn out of PVS. If the player could possibly have seen the visleaf they would've spawned in, they won't spawn.
 

Benoist3012

L3: Member
Dec 25, 2015
148
Spybots only spawn out of PVS. If the player could possibly have seen the visleaf they would've spawned in, they won't spawn.
Or in short words, if a ray can be traced from player pos to the hiding spots from the nav then the spy bot won't spawn there, that's why I told him to add walls on his map, but so far he hasn't answered back on this.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
218
TeleportToHint requires the bomb to be far enough from sentry hints before they are considered valid.

Everyone else has said enough about the spy problems that I have nothing to add.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
TeleportToHint requires the bomb to be far enough from sentry hints before they are considered valid.
*Close enough. The bomb has a radius, within which engineer bots will use hints.