TR Walkway Rc2 Readme
TR Walkway Rc2 Readme
TR Walkway Rc2 Readme
-------------This is a practice map focused on bots walking in straight lines, useful for tra
ining general aim
or special techniques, like airshots, airblast and airstabs... or just fooling a
round
For playing the map, you MUST JOIN THE RED TEAM
If it's your first time with the map, read the "Just starting" section and the "
Notes" section
at the end of the file. Both have very useful information about the map that you
should know
when playing. Read "Special options" to know about strange buttons and options i
n the map.
It's recommended to have the developer console open for this map. You can find h
ow to open it in the
next section.
This map has sv_cheats turned on, so your stats won't be saved :)
********************************************************************************
***************
Just starting
********************************************************************************
***************
---------------------------------------------------------------------------------------------INSTALLING THE MAP
---------------------------------------------------------------------------------------------**Skip this section if you already know how to install the map and open the cons
ole**
Copy the .bsp file from this rar into
C:\Program Files\Steam\steamapps\<youraccoutname>\team fortress 2\tf\maps
Replace <YOURSTEAMID> with your steamID, the one you log in with
Also copy this readme file too, in case you want to know extra information about
the map
To play it, open TF2, press "Create server" and in map choose "tr_walkway_rc2".
Be sure to
choose to have more than 17 players slots so the bots can join.
JOIN THE RED TEAM
---------------------------------------------------------------------------------------------OPENING THE CONSOLE
---------------------------------------------------------------------------------------------It's very important to have the console opened for binding keys and loading alia
********************************************************************************
***************
I want to know more
********************************************************************************
***************
---------------------------------------------------------------------------------------------SPECIAL OPTIONS
---------------------------------------------------------------------------------------------In this section I will explain uses for some features in the map that are not so
obvious
like the rest
**Invisible walls**
Those are the walls at the sides of the track to make the bots stay on the walkw
ay. You can turn
them off to practice airshots. The first option of turning the walls off is to h
urt every bot outside
the walkway. The seconds turns the walls off, but don't damage bots that escaped
from the walkway.
**Headshot training spawn button**
The bots and the way they move are not perfect. They play the "run" animation wh
en moving, but their
hitbox (the part of them that detects when they are shot) stay in the "standing"
animation.
There is no known way to fix this, but the impact that it has on gameplay can be
lowered using
the "Spawn bots for headshot training" button. The bots will be facing a way so
their heads will
match better with their hitbox. Only engineers, snipers, spies and demomen work
and it's not perfect
**Aim up + attack**
Useful for practicing long range pipebombs airblast or airstabs with pyros
**Aim down + attack**
Real soldiers aim for your feet, you can choose to simulate that behavior. Aim d
own can
also be used to practice "airblast jumps"
**Bots ammount**
If your computer can't manage the map, change the maximum ammount of bots,
increasing the overall performance
**tr_stop and no speed option+tr_attackonce**
Stopping the bots can be useful to practice airblast and airblast jumps.
**Resupply off**
Turn it off to practice ammo management or if you want to play little games wher
e there
is a chance of dying
**Resupply off+attack**
This will make the bots attack, to add some "realism" and challenge to your prac
tice
Note* Stay away from pyros...
**Hurt bots**
One of the most useful options. Light classes will spawn with 1 hp when you enab
le it.
Pyros will have 26 HP. This can be very useful to know how much damage are you d
oing
with every shot. It s also great for fooling around.
**Launch pad random power and trajectory**
By default, the launchpad changes his power (how strong it pushes the bots) and
his
trajectory (the initial strength s angle) in small lapses of time. Airshooting bec
omes
more realistic with these features on, but the random power can be turned off to
select
which one you want and the random trajectory can be disabled too to get the same
flying
pattern for every bot.
**Raise and lower the hill**
Lower the hill if it's bothering you when training airshots or you want the bots
to run
in a straight line.
**Slope change**
Useful for training stairstabs.
**...***
Just for fun
---------------------------------------------------------------------------------------------EXAMPLE GAMEMODES
---------------------------------------------------------------------------------------------**Rocket+shotgun training**
Configuration:
- Spawn light classes
- Play soldier
Fire one rocket under a bot. When they are flying in the air shoot him with the
shotgun. Try approaching the bots from
different angles and distances. This is a useful technique that can be used in r
eal servers. It's possible to use scouts,
spies or medics too to practice.
**Airstab training**
Configuration:
- Bind tr_teleport to any key (for example, bind f tr_teleport)
- Play spy
Stand in a catwalk or somewhere high where bots walk (preferably near a black an
d yellow square). When a bot comes nearby,
drop or jump over him, crouch and stab him as soon as you touch his back. If it'
s done well, you will do a backstab. For
trying again, instead of walking to the spot where you started, shoot the yellow
and black square and press the key you
bound to tr_teleport. This will teleport you to that position (note that the tel
places, like catwalks. Critical hits are turned off just in case you receive a c
ritical rocket
to your face, but it can be turned on to perform high jumps. Use bot_refill to g
ive the soldiers
ammo and health.
**Hard airstab**
Configuration:
- Spawn pyros
- Bots aim up
- Make bots attack
- Resupply off
- Play spy
It's just like stairstabs, but it makes them a lot more challenging. This also s
imulates real
pyros behaviour and let you see the real area of effect from the flame. Fail onc
e and you will
be on fire, rushing to the medkit. NOTE: sometimes the pyro's flame will be invi
sible. To fix
it you need to turn on and off the bot's attack (binding tr_attack to some key h
elps too)
---------------------------------------------------------------------------------------------EXTRA BOTS
---------------------------------------------------------------------------------------------The map will always spawn 16 bots. More bots can be spawned manually and will be
teleported to the map.
If you want more bots, spawn them using:
bot -team 0 -name <name>
For kicking them, use
kick <name>
---------------------------------------------------------------------------------------------BOT COMMANDS
---------------------------------------------------------------------------------------------Valve included some bot commands inside the game. Here I list some of those comm
ands that can
be used inside the map.
******************************
Add more bots:
bot -team <teamname/number> -class <classname> -name <botname>
<teamname/number>: 0 blu, 1 red
<classname>: Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Snipe
r, or Spy
<botname>: name of the bot
******************************
******************************
kick <bot>: kick bot with <bot> name
******************************
******************************
bot_teleport <botname> <X> <Y> <Z> <Pitch> <Yaw> <Roll>
Teleports a specified bot to a given coordinate. Map coordinates of where you ar
e standing
can be found by typing getpos in the console.
Example: getpos output
setpos -418.444855 3314.872070 -94.027405;setang 13.508876 -2.970791 0.000000
To use it in bot_teleport to teleport mybot there:
bot_teleport mybot -418.444855 3314.872070 -94.027405 13.508876 -2.970791 0.0000
00
******************************
******************************
bot_refill: Refills ammo, health and metal to bots
******************************
******************************
bot_selectweaponslot <botname> <n>
This makes specified bot select a specified weapon. 0 = primary; 1 = secondary;
2 = melee
******************************
Source and more info: http://tf2wiki.net/wiki/Bots
---------------------------------------------------------------------------------------------CONSOLE COMMANDS
---------------------------------------------------------------------------------------------All the options
h this
feature you can
ime without
looking for all
ault TF2
commands, don't
tr_maxbots_up
tr_maxbots_down
tr_default
l height and slope)
tr_maxbots_16
tr_maxbots_14
tr_maxbots_12
tr_maxbots_10
tr_maxbots_08
tr_maxbots_05
tr_maxbots_03
tr_maxbots_01
tr_maxbots_00
||
||
||
||
||
||
||
||
tr_firewall
tr_firewall_ON
rack
tr_firewall_OFF
of
of
of
of
of
of
of
bots
bots
bots
bots
bots
bots
bots
to
to
to
to
to
to
to
14
12
10
8
5
3
1
Spawn
Spawn
Spawn
Spawn
tr_spawn_pyros
tr_spawn_scouts
tr_spawn_heavies
tr_spawn_medics
tr_spawn_spies
tr_spawn_demomen
tr_spawn_soldiers
tr_spawn_engineers
tr_spawn_snipers
||
||
||
||
||
||
||
||
||
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
pyros
scouts
heavies
medics
spies
demomen
soldiers
engineers
snipers
tr_spawn_1pyro
tr_spawn_1scout
tr_spawn_1heavy
tr_spawn_1medic
tr_spawn_1spy
tr_spawn_1demoman
tr_spawn_1soldier
tr_spawn_1engineer
tr_spawn_1sniper
tr_spawn_1random
||
||
||
||
||
||
||
||
||
||
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
Spawn
one
one
one
one
one
one
one
one
one
one
tr_speed_no
||
tr_speed_snail
||
tr_speed_heavy
||
tr_speed_soldier
||
tr_speed_demoman
||
tr_speed_normal
||
tr_speed_medic
||
tr_speed_scout
||
tr_speed_jet
||
For chosing other speeds, use:
ent_fire walk addoutput "speed
pyro
scout
heavy
medic
spy
demoman
soldier
engineer
sniper
random bot
Stops movement
Snail movement speed
Heavy movement speed
Soldier movement speed
Demoman movement speed
Average movement speed (default)
Medic movement speed
Scout movement speed
Jet movement speed
xxx"
tr_stop
|| Stops spawns and movement. Enter this command aga
in to resume spawning and movement (turns off all dodge options)
--- Deploy time --tr_deploy_up
tr_deploy_down
tr_deploy_no
||
tr_deploy_05
||
tr_deploy_10
||
tr_deploy_15
||
tr_deploy_20
||
tr_deploy_30
||
ault)
tr_deploy_40
||
tr_deploy_60
||
tr_deploy_120
||
For choosing other times, use:
ent_fire spawntimer refiretime
Stops deploy
Set 0.5 seconds between bots spawns in the map
Set 1 second between bots spawns in the map
Set 1.5 seconds between bots spawns in the map
Set 2 seconds between bots spawns in the map
Set 3 seconds between bots spawns in the map (def
Set 4 seconds between bots spawns in the map
Set 6 seconds between bots spawns in the map
Set 12 seconds between bots spawns in the map
<time>
tr_strafe
tr_strafe_ON
tr_strafe_ONR
tr_strafe_OFF
||
||
||
||
tr_strafe_timer
|| Switch between
tr_strafe_timer_default
|| Set the strafe
tr_strafe_timer_long
|| Set the strafe
tr_strafe_timer_short
|| Set the strafe
For chosing other times, use:
ent_fire strafe_timer refiretime <time>
tr_crouch
tr_crouch_ON
tr_crouch_ONR
tr_crouch_OFF
--- Bots actions --tr_attack
tr_attack_ON
ceattack 1)
tr_attack_ON3
tr_attack_ONR
tr_attack_OFF
_forceattack 0 ) (default)
tr_hurt
tr_hurt_ON
he track
||
||
||
||
tr_hurt_ONlow
e track
tr_hurt_OFF
tr_aim
tr_aim_default
tr_aim_up
tr_aim_down
For more customization in
tr_botresupply
tr_botresupply_ON
tr_botresupply_OFF
tr_spam
tr_spam_none
tr_spam_dispenser
tr_spam_spy
||
||
||
||
Try it
Nothing (default)
Try it
Try it
|| Toggles crits
|| Turn critical hits on (same effect as tf_weapon_c
|| Turn critical hits off (same effect as tf_weapon_
tr_resupply
tr_resupply_ON
tr_resupply_OFF
|| Toggles resupply
|| Enables the resupply (default)
|| Disables the resupply
tr_panic
tr_panic_ON
tr_panic_OFF
tr_grav
tr_grav_default
tr_grav_low
tr_grav_verylow
||
||
||
||
tr_walls
tr_walls_ON
tr_walls_OFF
the walkway
tr_walls_OFFnd
kway
tr_deploy_rand
tr_deploy_rand_ON
default)
tr_deploy_rand_OFF
tr_deploy_left
|| Move the deploy position to the left
tr_deploy_right
|| Move the deploy position to the right
tr_deploy_stop
|| Stop the deploy position is movement
To choose a specific deploy position, you need first to set a speed to the
deployer entity using:
ent_fire mytrain setspeed 200
Then, it's possible to move it to a position between 0.0 and 1.0 with:
ent_fire mytrain setposition X
tr_deployonlp
tr_deployonlp_ON
tr_deployonlp_OFF
||
||
||
||
||
|| Move hill up
|| Move hill down
tr_ramp_up
tr_ramp_down
|| Move ramp up
|| Move ramp down
tr_ramp_full
tr_ramp_full_up
tr_ramp_full_down
tr_lp_randpow
tr_lp_randpow_ON
efault)
tr_lp_randpow_OFF
Move
Move
Move
Move
Stop
the
the
the
the
the
platform
platform
platform
platform
platform
up
down
left
right
movement
tr_lp_randtraj
|| Toggles launch-pad random trajectory
tr_lp_randtraj_ON
|| Turns on random trajectory, overrides the power m
eter configuration (default)
tr_lp_randtraj_OFF
|| Turns off random trajectory
tr_lp_traj_up
tr_lp_traj_down
tr_lp_traj_stop
tr_lp_pow_up
tr_lp_pow_down
tr_lp_pow_1
|| Set
tr_lp_pow_2
|| Set
tr_lp_pow_3
|| Set
tr_lp_pow_4
|| Set
tr_lp_pow_5
|| Set
tr_lp_pow_6
|| Set
tr_lp_pow_7
|| Set
tr_lp_pow_8
|| Set
tr_lp_pow_9
|| Set
For choosing other powers, enter:
ent_fire launchpad_power addoutput
power is not selected)
launch-pad
launch-pad
launch-pad
launch-pad
launch-pad
launch-pad
launch-pad
launch-pad
launch-pad
power
power
power
power
power
power
power
power
power
to
to
to
to
to
to
to
to
to
1000
1100
1250
1350
1500 (default)
1600
1700
1850
1950
||
||
||
||
||
||
||
||
||
||
||
||
||
||
||
||
||
||
tr_sr
tr_sr_ON
tr_sr_OFF
tr_wrench
tr_wrench_ON
tr_wrench_OFF
h (default)
There is an event after comparing 2 variables, when a bot walks to the end of th
e walkway, when
a timer reach zero and so on. All of them have the form:
==================
tr_ON<event>
==================
For example, tr_ONEQUAL is loaded in the console every time 2 variables are comp
ared and they are equal
All events don't have any effect in the game. The user must program them. To do
this, use:
==================
alias tr_ON<event> "<action>" // Will do <action> every time the <event> happens
alias tr_ON<event> // Will do nothing when the <event> happens
==================
For example, every time the timer A reaches zero, deploy a bot in the walkway
==================
alias tr_ONTIMERA "tr_deployonce"
==================
More than one commands can be issued to a single event. This can be used to modi
fy the event that
just happened. Here, after the timer A is activated, wait and make every bot att
ack once and
then set the next activation to do nothing:
==================
alias tr_ONTIMERA "wait 120; tr_attackonce; alias tr_ONTIMERA"
==================
Events are the core of the system. If you want or need, you can activate them li
ke any command using
==================
tr_ON<event>
==================
Complete list of events and when they trigger:
==================
Bot positions:
tr_ONSTART: a bot enters the start part of the walkway
tr_ONMID: a bot enters the middle part of the walkway
tr_ONEND: a bot enters the end of the walkway
tr_ONLEAVE: a bot leaves the walkway
Timers:
tr_ONTIMERA:
tr_ONTIMERB:
tr_ONTIMERC:
tr_ONTIMERD:
timer
timer
timer
timer
A
B
C
D
runs
runs
runs
runs
out
out
out
out
Comparer:
tr_ONCMPEQUAL: X=Y after calling tr_CMP
tr_ONCMPNOTEQUAL: X=/=Y after calling tr_CMP
tr_ONCMPGREATERTHAN: X>Y after calling tr_CMP
tr_ONCMPLESSTHAN: X<Y after calling tr_CMP
Variables:
tr_ONAEQUAL: A is equal than his compare value after changing the value of A
tr_ONANOTEQUAL: A is not equal than his compare value after changing the value o
f A
tr_ONAGREATERTHAN: A is greater than his compare value after changing the value
of A
tr_ONALESSTHAN: A is less than his compare value after changing the value of A
tr_ONBEQUAL: B is equal than his compare value after changing the value of B
tr_ONBNOTEQUAL: B is not equal than his compare value after changing the value o
f B
tr_ONBGREATERTHAN: B is greater than his compare value after changing the value
of B
tr_ONBLESSTHAN: B is less than his compare value after changing the value of B
tr_ONCEQUAL: C is equal than his compare value after changing the value of C
tr_ONCNOTEQUAL: C is not equal than his compare value after changing the value o
f C
tr_ONCGREATERTHAN: C is greater than his compare value after changing the value
of C
tr_ONCLESSTHAN: C is less than his compare value after changing the value of C
tr_ONDEQUAL: D is equal than his compare value after changing the value of D
tr_ONDNOTEQUAL: D is not equal than his compare value after changing the value o
f D
tr_ONDGREATERTHAN: D is greater than his compare value after changing the value
of D
tr_ONDLESSTHAN: D is less than his compare value after changing the value of D
tr_ONEEQUAL: E is equal than his compare value after changing the value of E
tr_ONENOTEQUAL: E is not equal than his compare value after changing the value o
f E
tr_ONEGREATERTHAN: E is greater than his compare value after changing the value
of E
tr_ONELESSTHAN: E is less than his compare value after changing the value of E
tr_ONBUFFEREQUAL: BUFFER is equal than his compare value after changing the valu
e of BUFFER
tr_ONBUFFERNOTEQUAL: BUFFER is not equal than his compare value after changing t
he value of BUFFER
tr_ONBUFFERGREATERTHAN: BUFFER is greater than his compare value after changing
the value of BUFFER
tr_ONBUFFERLESSTHAN: BUFFER is less than his compare value after changing the va
lue of BUFFER
Switch:
tr_ONCASE00: BUFFER=0 after calling a tr_CASE
tr_ONCASE01: BUFFER=1 after calling a tr_CASE
tr_ONCASE02: BUFFER=2 after calling a tr_CASE
tr_ONCASE03: BUFFER=3 after calling a tr_CASE
tr_ONCASE04: BUFFER=4 after calling a tr_CASE
tr_ONCASE05: BUFFER=5 after calling a tr_CASE
tr_ONCASE06: BUFFER=6 after calling a tr_CASE
tr_ONCASE07: BUFFER=7 after calling a tr_CASE
tr_ONCASE08: BUFFER=8 after calling a tr_CASE
tr_ONCASE09: BUFFER=9 after calling a tr_CASE
tr_ONCASE10: BUFFER=10 after calling a tr_CASE
tr_ONCASE11: BUFFER=11 after calling a tr_CASE
tr_ONCASE12: BUFFER=12 after calling a tr_CASE
tr_ONCASE13: BUFFER=13 after calling a tr_CASE
tr_ONCASE14: BUFFER=14 after calling a tr_CASE
tr_ONCASE15: BUFFER=15 after calling a tr_CASE
tr_ONCASEDEF: tr_CASE do not trigger any of the other cases
==================
*************************************************************************
Timers
*************************************************************************
Timers are an important part of the programming system. They are 4 logic_timer e
ntities, it's possible
to set the refire time for 3 of them (A, B and C), the last one is a random time
r. All of them start
disabled, they must be turned on to work with them. When the timers are activate
d, they start a
countdown of x seconds. When they reach zero, a command is loaded in the console
and the timer restart.
x must be a float a value with 2 decimals (5.05, is ok, 5.006 is not)
Timers (entity name):
Timer A
------Entity name: custom_timer_a
Event: tr_ONTIMERA
Initial refire time: 0.01 seconds
--COMMANDS
tr_ONTIMERA: event
tr_TIMERA_ON: turn on timer A
tr_TIMERA_OFF: turn off timer A
ent_fire custom_timer_a refiretime x: set x as time for the timer A
Note: this will be a special timer useful to load and compare variable
Timer B
------Entity name: custom_timer_b
Event: tr_ONTIMERB
Initial refire time: 1 second
--COMMANDS-tr_ONTIMERB: event
tr_TIMERB_ON: turn on timer B
tr_TIMERB_OFF: turn off timer B
ent_fire custom_timer_b refiretime x: set x as time for the timer B
Timer C
------Entity name: custom_timer_c
Event: tr_ONTIMERC
Initial refire time: 1 second
--COMMANDS-tr_ONTIMERC: event
tr_TIMERC_ON: turn on timer C
tr_TIMERC_OFF: turn off timer C
ent_fire custom_timer_c refiretime x: set x as time for the timer B
Timer D
------Entity name: custom_timer_D
Event: tr_ONTIMERD
Initial refire time: 5(lower limit) to 10(upper limit) seconds
--COMMANDS-tr_ONTIMERD: event
tr_TIMERD_ON: turn on timer D
tr_TIMERD_OFF: turn off timer D
ent_fire custom_timer_d addoutput "LowerRandomBound x": set the lower limit of t
he random timer to x
==================
tr_<VARIABLE><OPERATION>
==================
For example:
tr_TIMERA_ON
alias tr_ONTIMERA "step1"
alias step1 "tr_ARESET; alias tr_ONTIMERA step2"
alias step2 "tr_AINC; alias tr_ONTIMERA; tr_TIMERA_OFF"
More about this structure in the next section
This lines will reset the variable A, wait 0.01 seconds using the timer A and in
crease
the variable A by 1. Final result: A = 1.
You can also do more advanced operations using ent_fire commands:
==================
ent_fire custom_<VARIABLE>var
ent_fire custom_<VARIABLE>var
ent_fire custom_<VARIABLE>var
ent_fire custom_<VARIABLE>var
==================
After loading the code, bots will stop moving and spawning and "A is bigger than
B" will
appear in the console.
*************************************************************************
Switch
*************************************************************************
The switch compares the variable in the buffer with numbers between 0 and 15.
To call the switch use
==================
tr_CASE: compares the buffer to numbers between 0 and 15, then it triggers
a case depending on the value.
tr_CASERAND: choose one of the cases randomly
tr_CASERANDSHUF: choose one of the cases randomly. The cases don't repeat until
all cases have been chosen
==================
If the value of the buffer is equal to any of these numbers, an event will
be triggered in the form
==================
tr_ONCASE00: if buffer
tr_ONCASE01: if buffer
tr_ONCASE02: if buffer
tr_ONCASE03: if buffer
tr_ONCASE04: if buffer
tr_ONCASE05: if buffer
tr_ONCASE06: if buffer
tr_ONCASE07: if buffer
tr_ONCASE08: if buffer
tr_ONCASE09: if buffer
tr_ONCASE10: if buffer
tr_ONCASE11: if buffer
tr_ONCASE12: if buffer
tr_ONCASE13: if buffer
tr_ONCASE14: if buffer
tr_ONCASE15: if buffer
==================
is
is
is
is
is
is
is
is
is
is
is
is
is
is
is
is
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
In case of the value not being equal to any of these values, it will trigger ano
ther
event
==================
tr_ONCASEDEF
==================
The switch can work like a randomizer using tr_CASERAND and tr_CASERANDSHUF
*************************************************************************
Custom text
*************************************************************************
Text that appears on screen. Can save up to 3 different lines. Only one text can
stay on
screen at the same time. Warning: don't use the " symbol inside the message.
Commands:
==================
tr_TEXT1: Display text 1 on screen
ent_fire custom_text1 addoutput "message <your message here>": Change the text 1
tr_TEXT2: Display text 2 on screen
ent_fire custom_text2 addoutput "message <your message here>": Change the text 2
tr_TEXT1: Display text 3 on screen
ent_fire custom_text3 addoutput "message <your message here>": Change the text 3
==================
*************************************************************************
Notes
*************************************************************************
- If you want to damage a bot (or a player) by 124 hp using the "hurt bot" optio
n, the player/bot
must be teleported to (1664 566 510)
- To change the damage inflicted by the hurt option, use the following command:
ent_fire hurtstart_trigger SetDamage X
Where X is two times the damage you want to do (by default, it is 248 and will r
eset to that value
with tr_default)
*************************************************************************
Galaga soldier mini-game
*************************************************************************
The map includes a mini-game showing some of the functions. It's located inside
tf/cfg/tr_walkway/minigames/gsoldier.cfg
To run it, enter "exec tr_walkway/minigames/gsoldier" in the console.
---------------------------------------------------------------------------------------------CUSTOMIZE
---------------------------------------------------------------------------------------------There are some options around the map that can be tweaked by the user with comma
nds. Those include the
bot movement speed, timers used for different features and the angle the bots ai
m. Take in mind that
all of the commands listed use ent_fire and some of them use "addoutput", so han
dle them with care
and check if they are well written before loading the command in the console.
Commands with "" inside them cannot be used in aliases.
MOVEMENT SPEED
****
ent_fire walk addoutput "speed <speed>"
****
Replace <speed> with the speed you want
AIM DIRECTION
****
ent_fire destination_walkway addoutput "angles x y 0"
****
x: This is the pitch. It goes from -90 to 90. -90 is straight up and 90 is strai
ght down.
y: This is the yaw. It goes from 0 to 360. 270 is forward, 90 is backward,0 and
180 are left and right
DEPLOY TIME
****
ent_fire spawntimer refiretime <time>
****
- The hitboxes from the bots behaves in a different way from real walking bots.
There is no way to fix this.
- Damage spread is DISABLED by default. Having it enabled breaks the "hurt" func
tion, making the
124 damage done by it suffer the damage spread, sometimes doing more than 124 da
mage and killing
light classes
- Don't use commands that issue move orders to bots (bot_flipout, bot_mimic). Th
ey will break the bots
deploy system
- When playing multiplayer, certain cvars are disabled for clients
- SV_CHEATS in ENABLED. Players can easily abuse this in LOTS of ways, so play w
ith people you
trust. sv_cheats is turned on automatically after it is turned off.
- The map is a release candidate (rc). If you have any suggestion or find a bug,
contact one of the mappers
(Wiseguy149 or Washipato) sending a mail to washipato@gmail.com or by steam (ID:
washipato/profile: 76561197995187989)
I hope you enjoy the map and find it fun and useful. Good luck!
****
NOTES FOR SERVER OWNERS
****
The map will set at the start of the round the following configurations:
# sv_cheats 1
# mp_teams_unbalance_limit 0
# mp_disable_respawn_times 1
# mp_waitingforplayers_cancel 1
# tf_damage_disablespread 1
# tf_weapon_criticals 1
sv_cheats is turned on, so it's recommended to use a plugin to disallow player f
rom
using ent_fire commands. Disable any kind of external team-balancer plugin that
the
server could be running
---------------------------------------------------------------------------------------------Credits and thanks
---------------------------------------------------------------------------------------------- Thanks a lot to wiseguy149 for his huge help in the last part of the project,
cleaning up the
map, adding new features, optimizing, general mapping and lots of ideas and bug
reports that
made the map work a lot better than it was before.
- Thanks to the ESG (elite spy group) community for his support and ideas. The g
roup gave me
great feedback in many stages of the develpment. The map would not be what now i
s without
their help. People from ESG are NOT elitist. They are just a group of people who
enjoy a lot
to play the spy class.
- Thanks to Dr. ROCKZO for his great work with the posters and the pacience to d
eal with my
suggestions
- Thanks to the Argentina community for the early help with the alpha (y disculp
en todas las
veces que no pude meterme a mix ni a los pub para terminar esto)
- Thanks to Kakihara, Squible, Dr. ROCKZO, The Big Cheese, Wiseguy149, Fede22 an
d Arctic Vampire
for their help beta testing the last versions of the beta. Special thanks to Arc
tic Vampire
for lending me the server to try this map in multiplayer
- Thanks to the following mappers for inspirating this work
* tr_airshot, by gmannick
* tr_aim, by metalpiss
* tr_airstab, by The Ultimate Potato (also thanks to him for the good ideas a
nd tips while I was mapping)
- Thanks to tf2maps.net community for the useful tutorials and answering some di
fficult
questions about hammer. Special thanks to A Boojum Snark for his useful addon to
hammer.