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A custom gamemode for Team Fortress 2 - Players compete against each other to get the most points by playing a series of rapid fire microgames in order to win the round!
Home Page: https://www.gemidyne.com/projects/microtf2
License: GNU General Public License v2.0
SourcePawn 99.98%
Batchfile 0.02%
microtf2's People
microtf2's Issues
See title - this should always be 200 ammo.
This is so the lasers can do the correct damage
See title. We should ensure no same minigame, bossgame or special round is run twice or thrice in a row.
Need to have a longer version as this boss is much longer now
Due to the recent hud changes, this doesn't take effect.
Will need to investigate this more.
Need to think of possibly creating a boss with the grappling hook. Similar to a surf map but with grappling hook in mind?
See below
L 08/04/2018 - 17:59:37: [SM] Exception reported: Callback-provided entity -1 for inflictor is invalid L 08/04/2018 - 17:59:37: [SM] Blaming: as-microtf2.smx::Client_TakeDamage
See title, should be in chat and 1 language - that of the client.
This will require a map update, but the plugin should support 32 players now.
This seems to happen sometimes.
It'd be good if this always displayed instantly, instead of waiting.. ~30 gameframes before displaying.
Things we should investigate and try to do are:
Possibility of flipping viewmodels?
The score annotations and hud text should also be flipped
Try flipping inputs so left is right and right is left?
Although it appears to have given the weapon to the player, the player appears to not have any ammo for the weapon.
All players stand behind a large door. Behind the door barrels are spawned in random positions.
Players must shoot as many barrels as possible. The door will close, and after 3 seconds, the door will reopen with barrels spawned in different places. Repeat this for 4 or 5 times.
Whoever shot most barrels wins the 5 boss points.
During testing this became a prominent issue as one of the minigame's sole function is to depend on the class change functionality.
I had a look through DEVONLY ConVars but couldn't see any to disable this, I also couldn't find any public ConVar for turning this off too.
The new map update has a refreshed area for the falling floor boss, so if players fail, they should respawn at the viewing area, where they can watch the remaining contestants battle.
No one is taking damage. Possibly related to changes to the recent take damage hook
There seems to be an issue with Sticky jump / Rocket jump where players can't take the damage to do the jump.
This also seems to affect the stay on the ground minigame
See title, it should as per other convars.
It needs to block the sfx completely.
Due to a recent change in weapon equipment, lunchbox items can't be consumed properly.
Due to this minigame 20 has been disabled for the time being.
I think the minigame shouldn't be allowed to run in this case.
Use OnCheck and verify that the No Touch special round is not running
Due to this it is difficult to finish
We're pretty sure that these particles are spawning at head height, when they should be at player origin.
We should probably have a quick wiki page or markdown file just covering some scenarios that might occur when initially installing the plugin.
Through more testing with the GEMINI QA team, I have decided that use of the new hud is not reliable as we were able to recreate an issue with old minigame instructions being sent instead of new ones.
These commands should be blocked.
Sometimes speed ups can be really frequent - like one after another.
We should probably have some sort of delay or block to stop this. SpeedLevel 2.0 is pretty difficult for some players
Having a visual indicator will help players know when a change is about to occur. Relying on background music being in sync isn't reliable.
Need to think of a way to resolve this.
There seem to be some missing textures not being packed into the BSP. Pie & Nekky spotted this, looks to only be the textures used by the PCF
Requires minigame area.
Players are spawned all facing one direction - a sawblade will be coming toward them. To win, jump or crouch and evade the sawblade.
This may be due to a plugin on my testing server, but hopefully can be fixed either way.
Needs further investigation
The BGM currently has the beeps. I think we found a version without them, right?
Need to update some of the smoothmoves BGM to the new recordings I've got
The old win area needs to be removed and replaced with the new method that was added to beatblock with a trigger_multiple.
This should be restricted to only allow damage from trigger_hurt so players cant kill each other.
This is most likely down to a missing check to see if the player has already won.
Due to the missing check not being there, repeated network messages are sent every game frame to the client.
Minigame 14 is currently hard-disabled in the plugin due to no minigame area being created for it.
We need to repurpose it into something
Whilst the plugin is running, we need to make use of really long respawn times to ensure players don't respawn early.
The above ConVar should be set to 0, and then reset before unload.
Currently, intermission in the plugin has a hardcoded call to mapchooser. This should be configurable, so server operators can have a choice:
There should be an intermission, and a map vote should be called.
Run a custom command.
Intermission shouldn't happen.
See title - this would make these minigames more interesting
The plugin is a mixed bag of hardcoded english strings, and translatable strings from a phrases.txt file.
The plugin should be fully translatable, all except for the overlays which have hardcoded english text.
We should hijack the new DisplayHudMessage stocks and redirect these to standard SyncHudText messages if the NEWHUD parameter is defined.
Once we're gold we need to make a quick trailer demonstrating the new enhancements in the new version of the plugin.
We should use the existing Content Pack 1 trailer as a base and build from there.