=================== MVM BUILDABLES v2 =================== By LeSwordfish ACCREDITATION If you wish to use this in your map, i would appreciate that you mention my name (LeSwordfish) in your map page or readme, and include a link to this thread: http://forums.tf2maps.net/showthread.php?t=21521 HOW IT WORKS FOR PLAYERS In between waves, holographic props appear (think of Bioshock Infinite's "Tears"), along with instructions for their use. Attack the props to spend "build points" on them- when you have purchased a hologram it turns into a full prop. Wrenches next to props mark their cost, with props with a greater gameplay effect costing more. Like spending cash, if you pass the wave your choices are consolidated, if you fail you get to choose again. You earn build points however the mapper wants you to. It should be at least a few per wave, though, and I would suggest giving out more for performing certain feats (killing a tank in ten seconds, airblasting three bots to death in one wave, whatever). HOW IT WORKS- LOGIC The whole thing is too complex to go into here- further details are given in the vmfs. For now, suffice to say that the hologram is a prop_dynamic, math_counters are used to track points earned and spent, game_texts display information on screen (game_text_tf is prettier but only appears outside minmode HUD) and lots of logic_relays enable and disable each other so that the objects appear and dissapear as needed. A trigger_multiple is also used, touchtesting itself to prevent players getting stuck as the holograms reenable. =============== HOW TO USE IT =============== 1) Set up the "Common" prefab ---Place the "buildables_common" prefab in your map. ---Send "Trigger" inputs from your wave start relay to build_wave_start and from your wave finished relay to build_wave_passed. ---Send a "trigger" input to build_wave_failed from anything that only triggers when the wave is failed, like the logic_relay triggered by bomb deployment. ---Set up conditions for players to earn build points, and have them send FireUserX inputs to build_point_added. ---FireUser1 adds 1 point, FireUser2 adds 2 points, etc etc. ---Set the starting amount of build points in the logic_auto (by default it is four, you may want to adjust this) ---If needed, change the color of the game_texts for maximum visibility in your map. 2) Place and set up the "prop" prefabs. ---Place the buildable_prop prefab. ---Customise the prop_dynamics: change the props, add more, whatever. So long as the names remain the same, the props will behave the same way. ---Check the build_touchtest will prevent players from getting stuck in your props when the collision reactivates. ---Change the cost of the props, by adjusting the max value of the prop's Math_counter. ------If this is more than six, you will need to add more sprites and more cases in the logic_case. ------If it is less, you do not NEED to delete any spare sprites: doing this will be considerably neater though. ---------Remember to clear up any broken outputs. ---Check the build_navblocker covers an entire nav area- it won't block it otherwise and bots will try to path through your prop. ---If you want the prop to glow, place a buildables_glow prefab for each build_holo entity. ------Parent each hologram prop to a seperate func_tracktrain. This will eat up entitiy counts fast, so is not recommended. ---Other work may be needed, particularly if you intend to significantly affect nav pathing. ------Disabling func_nav_avoids to allow bots to go around, for example. ------Anything you wish to be "purchased" with the buildable should be enabled in the build_create relay and disabled in the waveend_replace relay. 3) Repeat stage 2 for any other props you want to place. ---I would RECOMMEND keeping buildable props simple and only having a few- 8-10 at most. ---If your map can take it, however, feel free to have more. 4) Place any other buildables. ---Place as many of the buildable_sentry, buildable_dispenser, and buildable_item props as you want. -----Unless you want to change the price of these, they should need no other work. If you have any trouble, contact me at http://forums.tf2maps.net/showthread.php?t=21521 or at http://steamcommunity.com/profiles/76561198010698558/ NOTES ---The maximum number of build points a team can have is 15. ------If you want to increase this, you can set up the logic_case and the dozens of game_texts yourself, frankly. ---Sentries and dispensers both spawn with 800 health, and if destroyed respawn at the start of the following wave. =========== CHANGELOG =========== 08/08/2013: version 1: ---Sentry, dispenser, general prop, item, glow, and common prefabs available. First release. 17/08/2013: version 2: (CURRENT): ---Small bug fixes. ---Replacing wrenches with sprites for usability. ---To update to this version you will need to replace any buildable prefabs, but not the "common" prefab.