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[TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)


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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-26-2012 , 19:04   Re: [TF2] 10vM (Ten Mann vs Machine)
Reply With Quote #31

You can set it to 11 players but people won't be able to connect past 9 if you have replay enabled. (10 if replay/source bot is disabled). Anything past it, players get rejected by the server. Seems to be hardcoded as i tried to make a .pop file to limit bot spawns.
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FlaminSarge
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Join Date: Jul 2010
Old 10-30-2012 , 02:15   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #32

I've updated this plugin to account for players being able to pick up the bomb when a client joins RED.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 10-30-2012 , 10:11   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #33

a little off topic, but still focused on MvM
does anyone know how to get the event map going in rotation and voting?

I've made a /cfg/mvm_coaltown_event.cfg with this in it
tf_mvm_popfile "mvm_coaltown_event_advanced"

and of cource mentioned the event map in rotation and maplist

only way I get this map to play is to force it, but it doesnt show in game voting or auto rotate into it from map rotation

maplist.txt and mapcycle.txt both have this in it
mvm_decoy
mvm_coaltown
mvm_mannworks
mvm_coaltown_event

also , any way to make 666 work on own 32 slot gameserver?

Sorry for slightly of topic, but was the only MvM post I could find here
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-30-2012 , 10:16   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #34

Remove the config file that is specifying the pop file. And keep the same rotation.
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FlaminSarge
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Join Date: Jul 2010
Old 10-31-2012 , 15:14   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #35

There's a .res file somewhere that determines the map an MvM game switches to upon completion, I believe. Check the MvM update (the one Valve did recently) patch diff on the TF Wiki for the file, I guess.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 10-31-2012 at 15:14.
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Mr. Man
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Join Date: Mar 2011
Location: Huh?
Old 10-31-2012 , 16:53   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #36

Quote:
Originally Posted by FlaminSarge View Post
There's a .res file somewhere that determines the map an MvM game switches to upon completion, I believe. Check the MvM update (the one Valve did recently) patch diff on the TF Wiki for the file, I guess.
On a side note, is it possible to set a default difficult mode for MvM?
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Mr. Man
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Join Date: Mar 2011
Location: Huh?
Old 11-01-2012 , 02:47   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #37

Have any of you gotten this to work with the 666 MvM event? At some point throughout the wave, bots stopped spawning for me...
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Eyelanderules
Member
Join Date: Jul 2011
Old 11-03-2012 , 12:48   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #38

It works perfectly fine on my server, up to 10 players, my admins usually go to robots team.
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machede
Member
Join Date: Nov 2011
Location: Italia
Old 11-04-2012 , 05:51   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #39

hi all.
does not set 10 players,
"sv_visiblemaxplayers" = "6" ( def. "-1" )
- Overrides the max players reported to prospective clients
because ?
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Leonardo
Veteran Member
Join Date: Feb 2010
Location: 90's
Old 11-04-2012 , 06:59   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #40

Quote:
Originally Posted by machede View Post
hi all.
does not set 10 players,
"sv_visiblemaxplayers" = "6" ( def. "-1" )
- Overrides the max players reported to prospective clients
because ?
do you have mvm_visiblemaxplayers installed?
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