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
someone make mvm with a wave of merasmus + monoculus + horseman all at once with a wheel spin everytime one is killed
I just noticed dxlevel 90 has phongless models (like in tf2 beta), but dxlevel 95 returns back to normal mode yay >:3
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.
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?