Mann the Barricades! Mann Vs Machine Buildables These hologram whatsits turn into real things if you punch them hard enough. Use them to fight robots better. As we speak I am wrestling a leopard. -Mann Co. CEO Saxton Hale, entirety of Holographic Defence Assets press release. So those of you who haven't yet blocked me in chat will probably know that this is what i've been working on over the past week or so: buildable props for mvm. You put these in your map, and players can then choose which ones they want to construct. There's a whole bunch of uses for them: make new routes for players, add cover, add deathpits, etc etc etc. Bot navigation around them is a little funky, so i wouldn't try and block off whole routes as of yet. How it works for players In between waves, holographic props appear (think of Bioshock Infinite's "Tears"), along with instructions for their use. Attack the props to spend "build points" on them- when you have purchased a hologram it turns into a full prop. Wrenches next to props mark their cost, with props with a greater gameplay effect costing more. Like spending cash, if you pass the wave your choices are consolidated, if you fail you get to choose again. You earn build points however the mapper wants you to. It should be at least a few per wave, though, and I would suggest giving out more for performing certain feats (killing a tank in ten seconds, airblasting three bots to death in one wave, whatever. How it works, logic-wise The whole thing is too complex to go into here- further details are given in the vmf. For now, suffice to say that the hologram is a prop_dynamic, math_counters are used to track points earned and spent, game_texts display information on screen (game_text_tf is prettier but only appears outside minmode HUD) and lots of logic_relays enable and disable each other so that the objects appear and dissapear as needed. A trigger_multiple is also used, touchtesting itself to prevent players getting stuck as the holograms reenable. How to use it, as a mapper Instructions can be found in the readme HERE and included in the download. To use, extract to your prefabs folder in (yoursteamname)\common\Team Fortress 2\Bin\Prefabs Notes This is version one: there's a lot more to come. The sky, and the ability of entities to be disabled/enabled is the limit. I also have only tested this on my own- there may be all sorts of netcode or multiple-user oddities i haven't thought of. The maximum number of build points a team can have is 15. If you want to increase this, you can set up the logic_case and the dozens of game_texts yourself, frankly. Anything else that you want to happen when props are purchased should be put in the build_create entity. Remember to disable/undo it in the build_wavefailed or it won't reset if a wave is failed. For gods sake, use in moderation. This is a bloated system (especially if you use the glows: glows are cool but i can't recommend them) and mvm is a bloated system. This system is as efficient as i can make it, but it's going to be heavy on your entity count. Unless something is broken, version 3 will augument version 2 with sample maps. Changelog: 08/08/2013: version 1: ---Sentry, dispenser, general prop, item, glow, and common prefabs available. First release. 17/08/2013: version 2: ---Small bug fixes. ---Replacing wrenches with sprites for usability. ---To update to this version you will need to replace any buildable prefabs, but not the "common" prefab. 26/09/2013: version 2.1: (CURRENT): ---Added "breaking prop", "spell" and "pumpkin bomb" prefabs. ---Adjusted the "Common" prefab for easier setup. ---Rewrote the readme for easier use. ---To update to this version you need not replace anything. If you have already setup the "Common" prefab the changes will be irrelevant. Download Talk amongst yourself about all the cool things you will be able to do with this. Also, what other dynamic special buildables would you want? Remember, the less they mess with the pathing of the bots, the better, but otherwise more or less anything goes.