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

Discussion in 'Mapping Questions & Discussion' started by Untouch, Oct 26, 2012.

  1. Untouch

    Untouch L4: Comfortable Member

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    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
     
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    Last edited: Oct 30, 2012
  2. Prestige

    aa Prestige im not gay anymore

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    someone make mvm with a wave of merasmus + monoculus + horseman all at once with a wheel spin everytime one is killed
     
    Last edited: Oct 26, 2012
  3. Untouch

    Untouch L4: Comfortable Member

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    I did, it's a massive clusterfuck and they kill eachother.
     
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  4. tyler

    aa tyler snail prince, master of a ruined tower

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  5. Trotim

    aa Trotim

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    speakresponseconcept?

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

    Untouch L4: Comfortable Member

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    Yeah, should work like that.
     
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  7. Burnout6010

    Burnout6010 L5: Dapper Member

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    I just noticed dxlevel 90 has phongless models (like in tf2 beta), but dxlevel 95 returns back to normal mode
    yay >:3
     
  8. Atgood1

    Atgood1 L1: Registered

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    So what exact files in the cfg shows us all the responses?
     
  9. Untouch

    Untouch L4: Comfortable Member

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    response_rules.txt
     
  10. Untouch

    Untouch L4: Comfortable Member

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    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.
     
  11. WhyNott

    WhyNott L1: Registered

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    Screenshot? Or, even better - a video?
     
  12. Deathtrix

    Deathtrix L1: Registered

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    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?