With the steampipe update for Team Fortress 2 just around the corner,
I would like to ask where our custom MvM mission cycle files should be
located in the new directory tree. I can't find the default
tf_mvm_missioncycle.res anymore which I hoped to use as a reference, I
assume it's been packed in one of the VPK files. Since the mapcycle
and motd files have been moved in this update, I was wondering if the
same was the case for our custom MvM mission cycle files.

On Wed, Oct 10, 2012 at 7:34 PM, Mike Lee <mi...@valvesoftware.com> wrote:
> First we have a Con Command that will let you specify your own mission cycle
> file "tf_mvm_missioncyclefile myfile.res"
>
> where the default .res file is tf_mvm_missioncycle.res that is located in
> the tf directory.
>
> You can use this con command to set custom missioncycle files for each
> server instance.
>
>
>
> For how a mission cycle file works
>
>
>
> Example contents of missioncycle.res file
>
> -------------------------
>
>
>
> "tf_mvm_missioncycle.res"
>
> {
>
>                 "categories" "2"
>
>
>
>                 "1"
>
>                 {
>
>                                 "count" "3"
>
>
>
>                                 "1"
>
>                                 {
>
>                                                 "map" "mvm_decoy"
>
>                                                 "popfile" "mvm_decoy"
>
>                                 }
>
>                                 "2"
>
>                                 {
>
>                                                 "map" "mvm_coaltown"
>
>                                                 "popfile" "mvm_coaltown"
>
>                                 }
>
>                                 "3"
>
>                                 {
>
>                                                 "map" "mvm_mannworks"
>
>                                                 "popfile" "mvm_mannworks"
>
>                                 }
>
>                 }
>
>
>
>                 "2"
>
>                 {
>
>                                 "count" "3"
>
>
>
>                                 "1"
>
>                                 {
>
>                                                 "map" "mvm_decoy"
>
>                                                 "popfile"
> "mvm_decoy_expert1"
>
>                                 }
>
>                                 "2"
>
>                                 {
>
>                                                 "map" "mvm_coaltown"
>
>                                                 "popfile"
> "mvm_coaltown_expert1"
>
>                                 }
>
>                                 "3"
>
>                                 {
>
>                                                 "map" "mvm_mannworks"
>
>                                                 "popfile"
> "mvm_mannworks_expert1"
>
>                                 }
>
>                 }
>
> }
>
>
>
> -------------------------
>
> format of the file:
>
> "file name" - Name of the res file
>
> {
>
>                 "categories" "Number" - Number of Categories, by default
> this corresponds to the number of difficulties
>
>                 "Category Index" - Numerical Index of this category,
> numbered in order starting at 1
>
>                 {
>
>                                 "Mission Count" "Number" - Number of
> missions in this category
>
>                                 "Mission Index" - Numerical Index of this
> mission, numbered in order starting at 1
>
>                                 {
>
>                                                 "map" "mapname" - Name of
> the mvm map without the extension
>
>                                                 "popfile" "popfilename" -
> Name of the popfile without the extension
>
>                                 }
>
>                 }
>
> }
>
>
>
> When a mission is completed the game looks at the missioncycle file and
> looks for the current map / mission pair.
>
> If it's found it then loads the next mission in that category, cycling back
> to the first one if it's the last one in that category.
>
>
>
> If the map / mission is not found, it simply restarts the current mission.
> This behavior at the end is probably what’s causing some bizarre issues with
> custom maps and popfiles.  If a custom map is loaded and does not contain a
> default popfile [Ie playing map mvm_decoy.bsp the game expects to load a
> popfile of mvm_decoy.pop] the previous popfile will remain loaded.
> Finishing this mission will just simply restart this “bad” combination.
> Similarly if a custom popfile is loaded (via con commands or vote) the
> server will seemingly be stuck on that particular combination until a vote
> or server command is issued.
>
>
>
> This default behavior seems undesirable and we’ll change it to load the next
> well known mission from the missioncycle file
>
>
>
> -          Mike Lee
>
>
>
> //-----------------------------------------------------------------------------------------------------------------------
>
> Hi,
>
>
>
> Unless I'm missing something, nothing in that article explains how to have
> an unofficial MvM server rotate through a series of different maps with
> appropriate popfiles.
>
>
>
> tf_mvm_missioncycle.res appears to have changed in today's patch, but I'm
> still unsure how to tell a TF2 server to use a specific mission cycle.
>
>
>
> Also, that file appears to be per install, not per server instance, which is
> surprising considering all other configuration files are per-instance.
>
>
>
> The only information I can find by searching the archive of this list is
> this statement before MvM was released by Fletcher that the file was self
> explanatory. I've asked this question on this list a few times and so far
> we've been unable to find the actual answer.
>
>
>
> Regards,
>
> Brendan.
>
>
>
>
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