Tr Walkway Rc2 Readme

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-------------- tr_walkway_rc2 by Washipato and Wiseguy149 -------------- 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\<youraccoutna me>\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

Transcript of Tr Walkway Rc2 Readme

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--------------tr_walkway_rc2 by Washipato and Wiseguy149--------------

This is a practice map focused on bots walking in straight lines, useful for training general aimor special techniques, like airshots, airblast and airstabs... or just fooling around

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" sectionat the end of the file. Both have very useful information about the map that you should knowwhen playing. Read "Special options" to know about strange buttons and options in the map.

It's recommended to have the developer console open for this map. You can find how to open it in thenext 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

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ses. This sectionexplains how to open it, in case you don't know how to.

Go to the "My games" tab in steam and right-click the "Team Fortress 2" game. From the menu,choose "Properties" and then click the "Set launch options..." button. In the text box, add"-console" without the quotes. The next time you open the game, the console will be open.

-----------------------------------------------------------------------------------------------CONTROL ROOM-----------------------------------------------------------------------------------------------

It's possible to customize several options, like which classes spawn, how fast they walk, how longit takes to deploy more bots in the map, etc. Those options can be changed inside the "control room"firing or hitting the buttons. There are 5 kind of buttons, all of them intuitive.

1 light: Stand in front of it to know what it does. Shoot or hit the button to a

ctivate it.2 lights: Stand in front of it to know what it changes. The feature can be turned off and on. Greenlight means that the feature is activated, red that it's deactivated.3 lights: Stand in front to know what option is actually selected. Shoot or hitthe button to switchbetween the different options. Doing this changes the text to show the actual state.Plus button: raises a certain variable (movement speed, deploy time or launch-pad power)Minus button: lowers a certain variable (movement speed, deploy time or launch-pad power)

-----------------------------------------------------------------------------------------------TELEPORTING AROUND-----------------------------------------------------------------------------------------------

The players can teleport around the map using the console command "tr_teleport". Hit or shoot theyellow and black blocks around the map to change the teleport destination. Bindtr_teleport to akey of your keyboard to help you to move faster and lose less time walking. To do it, writein the console:

bind <KEY> "tr_teleport"

Replace <KEY> to any key you want and then press enter to load it. Press the selected keyto activate the teleport.

There are more commands for the map that can be useful to bind, like "tr_attackonce"and "tr_stop". More information about these in the console commands section.

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***********************************************************************************************I want to know more***********************************************************************************************

-----------------------------------------------------------------------------------------------SPECIAL OPTIONS-----------------------------------------------------------------------------------------------In this section I will explain uses for some features in the map that are not so obviouslike the rest

**Invisible walls**Those are the walls at the sides of the track to make the bots stay on the walkway. You can turnthem off to practice airshots. The first option of turning the walls off is to hurt every bot outsidethe 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 when moving, but theirhitbox (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 usingthe "Spawn bots for headshot training" button. The bots will be facing a way sotheir heads willmatch better with their hitbox. Only engineers, snipers, spies and demomen workand 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 down canalso 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 where thereis a chance of dying

**Resupply off+attack**This will make the bots attack, to add some "realism" and challenge to your practiceNote* Stay away from pyros...

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**Hurt bots**One of the most useful options. Light classes will spawn with 1 hp when you enable it.Pyros will have 26 HP. This can be very useful to know how much damage are you doingwith every shot. Its also great for fooling around.

**Launch pad random power and trajectory**By default, the launchpad changes his power (how strong it pushes the bots) andhistrajectory (the initial strengths angle) in small lapses of time. Airshooting becomesmore realistic with these features on, but the random power can be turned off to selectwhich one you want and the random trajectory can be disabled too to get the same flyingpattern 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 runin 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 theshotgun. Try approaching the bots fromdifferent angles and distances. This is a useful technique that can be used in real 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 and 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. Fortrying again, instead of walking to the spot where you started, shoot the yellow and black square and press the key youbound to tr_teleport. This will teleport you to that position (note that the tel

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eport don't change after using it, thismeans that you don't need to shoot the square again every time you want to teleport to that place). The airstab techniqueis very useful to all spies, so its recommended that you know the timing for using it in real games.

Notice that you can change the speed to scout to make the training more difficult. You can also use the teleporters locatedon the beams in the roof for airstabing.

NOTE: airstabs has many names, like overhead stab, height advantage, etc. Some peoples says that they don't even need a name.I used airstab and stairstab to differentiate the gamemodes.

**Sniper training**Configuration:- Spawn bots for headshot training- Any dodging option (jump, strafe or back and forth)- Play sniper

Find a good spot and practice. The bots spawned for headshot training work quite well for shooting them from the side,compared to normal spawns. Find a quiet place and shoot them to the head. You ca

n also stand on the track and do twitch-shots.

**Basic air-strafing**Configuration:- Remove all bots- Launch-pad- No random power- High launch-pad power

Air strafing is useful for increasing rocket jump distance and decreasing the chances of being hitwhile flying. This readme will not go deep in this move but basically, you needto press the strafe key

without pressing neither "w" or "a" and slowly move the mouse in the direction of the strafe key(if you are strafing with "a", move slowly the mouse to the left). Normally, topractice thistechnique you need to to rocket jump to get the initial impulse. With the launch pad, you can getthe initial impulse easier and practice airstrafing after being launched. For example, try to getto the catwalks BEHIND of the launchpad or disable the random trajectory and using air strafe,get a bigger distance when traveling in a straight line.

**Stairstab training**Configuration:- Play spy

Stand on the slope where the bots walk uphill. When one of them is coming, jumpover him, crouch, spin 180º and hit himwith the knife when he is below you. Hopefully you will land a backstab. This is a famous trick, hard to pull offbut really rewarding, especially when its done to a real player. You can change the movement speed to scout to increase

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the difficulty. Don't forget to change the slope too!

**ULTIMATE Sniper training**Configuration:- Spawn bots for headshot training- Bots move back and forth- Bots jump- Bots strafe- Short strafe time- Scout speed- Play sniper

Gamemode designed to make snipers cry (or feel godlike)

**Airblast training**Configuration:- Spawn airblast training classes- Make bots attack- Hurt bots (optional)- Bots aim down (optional)- Play pyro with default flamethrower

Practice rockets and pipebombs reflection. Hurt bots will make them easier to kill and botsaim down gives soldiers a more realistic behavior.

**Revolver training**Configuration:- Random bots- Bots move back and forth- Bots strafe- Long strafe timer- Play spy

Train aim with the revolver. Snipe with the revolver low health classes. Jump ar

ound a movelike crazy for making the practice more realistic

**Airblast jump**Configuration:- Spawn soldiers- Bots aim down- Stop movement button or tr_stop- tr_attackonce bound to any key (for example, bind f tr_attackonce)- Critical hits off (optional)- Play pyro with default flamethrower

Use the stop movement button after some soldiers are in the track to make them stop. You canalso use tr_stop console command. Find a soldier with an open space in front ofhim, preferablyat the beginning of the walkway and press the key binded to tr_attackonce. Position yourselfnear the rocket hit and closer to the soldier. To airblast jump, make the bot fire, when therocket is about to hit you, jump, crouch and airblast the rocket under you. Tryto reach high

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places, like catwalks. Critical hits are turned off just in case you receive a critical rocketto your face, but it can be turned on to perform high jumps. Use bot_refill to give the soldiersammo 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 simulates realpyros behaviour and let you see the real area of effect from the flame. Fail once and you willbe on fire, rushing to the medkit. NOTE: sometimes the pyro's flame will be invisible. To fixit you need to turn on and off the bot's attack (binding tr_attack to some key helps 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 commands that canbe 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, Sniper, or Spy<botname>: name of the bot******************************

******************************kick <bot>: kick bot with <bot> name

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******************************

******************************bot_teleport <botname> <X> <Y> <Z> <Pitch> <Yaw> <Roll>Teleports a specified bot to a given coordinate. Map coordinates of where you are standingcan be found by typing getpos in the console.Example: getpos outputsetpos -418.444855 3314.872070 -94.027405;setang 13.508876 -2.970791 0.000000To use it in bot_teleport to teleport mybot there:bot_teleport mybot -418.444855 3314.872070 -94.027405 13.508876 -2.970791 0.000000******************************

******************************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 inside the control room can be accessed by console commands. With thisfeature you can create your own configurations and load them on the map at any time withoutlooking for all the buttons that you need. Some of them are mirrors from the def

ault TF2commands, don't use valve ones here because it can make buttons to malfunction.

--- Console only commands ---tr_teleport || Teleports the player to the last teleport destination selectedtr_help || Shows the tr_ cvar listtr_loadcvars || Enables all cvars (for clients)tr_attackonce || Makes all bots attack once (turns off constant attack)tr_deployonce || Deploy one bot in the track

--- Bots management ---

tr_kill || Kill all botstr_kick || Kick all bots

tr_maxbots_up || Raises maximum ammount of bots on the walkwaytr_maxbots_down || Lowers maximum ammount of bots on the walkway

tr_default || Reset map configurations (except "less bots", hill height and slope)

tr_maxbots_16 || Set the maximum ammount of bots to 16 (default)

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tr_maxbots_14 || Set the maximum ammount of bots to 14tr_maxbots_12 || Set the maximum ammount of bots to 12tr_maxbots_10 || Set the maximum ammount of bots to 10tr_maxbots_08 || Set the maximum ammount of bots to 8tr_maxbots_05 || Set the maximum ammount of bots to 5tr_maxbots_03 || Set the maximum ammount of bots to 3tr_maxbots_01 || Set the maximum ammount of bots to 1tr_maxbots_00 || Do not spawn bots

tr_firewall || Toggles the firewalltr_firewall_ON || Kill the bots when they reach the middle of the tracktr_firewall_OFF || Do not kill the bots (default)

--- Spawn options ---tr_spawn_random || Spawn random classes (starting bots)tr_spawn_all || Spawn 2 bots of every classtr_spawn_light || Spawn engineers, scouts, snipers and spiestr_spawn_headshot || Spawn engineers, spies, snipers and demomen withheadshot correctiontr_spawn_comp || Spawn scouts, soldiers, demomen and medicstr_spawn_airblast || Spawn soldiers and demomen

tr_spawn_pyros || Spawn pyros

tr_spawn_scouts || Spawn scoutstr_spawn_heavies || Spawn heaviestr_spawn_medics || Spawn medicstr_spawn_spies || Spawn spiestr_spawn_demomen || Spawn demomentr_spawn_soldiers || Spawn soldierstr_spawn_engineers || Spawn engineerstr_spawn_snipers || Spawn snipers

tr_spawn_1pyro || Spawn one pyrotr_spawn_1scout || Spawn one scouttr_spawn_1heavy || Spawn one heavytr_spawn_1medic || Spawn one medic

tr_spawn_1spy || Spawn one spytr_spawn_1demoman || Spawn one demomantr_spawn_1soldier || Spawn one soldiertr_spawn_1engineer || Spawn one engineertr_spawn_1sniper || Spawn one snipertr_spawn_1random || Spawn one random bot

--- Movement speed ---tr_speed_up || Raises movement speedtr_speed_down || Lowers movement speed

tr_speed_no || Stops movementtr_speed_snail || Snail movement speed

tr_speed_heavy || Heavy movement speedtr_speed_soldier || Soldier movement speedtr_speed_demoman || Demoman movement speedtr_speed_normal || Average movement speed (default)tr_speed_medic || Medic movement speedtr_speed_scout || Scout movement speedtr_speed_jet || Jet movement speedFor chosing other speeds, use:ent_fire walk addoutput "speed xxx"

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tr_stop || Stops spawns and movement. Enter this command again to resume spawning and movement (turns off all dodge options)

--- Deploy time ---tr_deploy_up || Raises deploy timetr_deploy_down || Lowers deploy time

tr_deploy_no || Stops deploytr_deploy_05 || Set 0.5 seconds between bots spawns in the maptr_deploy_10 || Set 1 second between bots spawns in the maptr_deploy_15 || Set 1.5 seconds between bots spawns in the maptr_deploy_20 || Set 2 seconds between bots spawns in the maptr_deploy_30 || Set 3 seconds between bots spawns in the map (default)tr_deploy_40 || Set 4 seconds between bots spawns in the maptr_deploy_60 || Set 6 seconds between bots spawns in the maptr_deploy_120 || Set 12 seconds between bots spawns in the mapFor choosing other times, use:ent_fire spawntimer refiretime <time>

--- Bots dodge options ---tr_jump || Toggles bots jumptr_jump_ON || Forces the bots to jumptr_jump_OFF || Makes the bots stop jumping (default)

You can modify the time between jumps using (default 1.75):ent_fire jump_timer refiretime <time>

tr_back || Toggles bots "back and forth" movementtr_back_ON || Turns "back and forth" movement ontr_back_OFF || Turns "back and forth" movement off (default)

tr_strafe || Toggles bots strafe movementtr_strafe_ON || Make bots strafe left and righttr_strafe_ONR || Make bots strafe randomlytr_strafe_OFF || Turns bots strafe movement off (default)

tr_strafe_timer || Switch between the different strafe times

tr_strafe_timer_default || Set the strafe time to 1 second (default)tr_strafe_timer_long || Set the strafe time to 2 secondstr_strafe_timer_short || Set the strafe time to 0.5 secondsFor chosing other times, use:ent_fire strafe_timer refiretime <time>

tr_crouch || Toggles bots crouch optiontr_crouch_ON || Make bots crouchtr_crouch_ONR || Make bots crouch randomlytr_crouch_OFF || Bots don't crouch (default)

--- Bots actions ---tr_attack || Toggles bots attack

tr_attack_ON || Forces the bots to attack (same effect as bot_forceattack 1)tr_attack_ON3 || Forces the bots to attack once every 3 secondstr_attack_ONR || Forces the bots to attack randomlytr_attack_OFF || Forces bots to stop attacking (same effect as bot

 _forceattack 0 ) (default)

tr_hurt || Toggles bots hurtingtr_hurt_ON || Hurt the bots by 124 damage at the beginning of the track

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tr_hurt_ONlow || Hurt the bots by 75 damage at the beginning of the tracktr_hurt_OFF || Stop hurting bots (default)

tr_aim || Switchs between the bots aim direction optionstr_aim_default || Makes bots aim forward (default)tr_aim_up || Makes bots aim uptr_aim_down || Makes bots aim downFor more customization in bot aiming, go to the "Customize" section

tr_botresupply || Toggles bot resupplytr_botresupply_ON || Bots regenerate health and ammo constantlytr_botresupply_OFF || Disables the bot resupply (default)

tr_spam || Try ittr_spam_none || Nothing (default)tr_spam_dispenser || Try ittr_spam_spy || Try it

--- Map options ---tr_crits || Toggles critstr_crits_ON || Turn critical hits on (same effect as tf_weapon_criticals 1) (default)tr_crits_OFF || Turn critical hits off (same effect as tf_weapon_ 

criticals 0)

tr_resupply || Toggles resupplytr_resupply_ON || Enables the resupply (default)tr_resupply_OFF || Disables the resupply

tr_panic || Toggles panic modetr_panic_ON || Enables panic modetr_panic_OFF || Disable panic mode

tr_grav || Switches between the gravity optionstr_grav_default || Changes to 800 gravity (default)tr_grav_low || Changes to 600 gravity

tr_grav_verylow || Changes to 400 gravity

tr_walls || Toggles invisible walls at the sides of the tracktr_walls_ON || Turn walls on (default)tr_walls_OFF || Turn walls off and damage bots that fall outsidethe walkwaytr_walls_OFFnd || Turn walls off, don't damage bots outside the walkway

tr_deploy_rand || Toggles random deploy positiontr_deploy_rand_ON || Deploy bots in a random position in the walkway (default)tr_deploy_rand_OFF || Don't deploy bots randomly

tr_deploy_left || Move the deploy position to the lefttr_deploy_right || Move the deploy position to the righttr_deploy_stop || Stop the deploy position is movementTo choose a specific deploy position, you need first to set a speed to thedeployer entity using:ent_fire mytrain setspeed 200Then, it's possible to move it to a position between 0.0 and 1.0 with:ent_fire mytrain setposition X

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tr_deployonlp || Toggle bots being deployed on the launch-padtr_deployonlp_ON || Deploy bots on the launch-padtr_deployonlp_OFF || Deploy bots at the start of the track (default)

--- Retractable platform ---tr_platform || Toggles retractable platformtr_platform_ON || Extend the retractable platformtr_platform_OFF || Hide the retractable platform

tr_platform_up || Move the platform uptr_platform_down || Move the platform downtr_platform_left || Move the platform lefttr_platform_right || Move the platform righttr_platform_stop || Stop the platform movement

--- Hill and ramp ---tr_hill_up || Move hill uptr_hill_down || Move hill down

tr_ramp_up || Move ramp uptr_ramp_down || Move ramp down

tr_ramp_full || Hide or lift the ramptr_ramp_full_up || Lift the ramp fully

tr_ramp_full_down || Hide the ramp

--- Launchpad ---tr_lp || Toggles the launch-pad on and offtr_lp_ON || Turns the launchpad ontr_lp_OFF || Turns the launchpad off (default)

tr_lp_randpow || Toggles launch-pad random powertr_lp_randpow_ON || Changes the launchpad power 2 times per second (default)tr_lp_randpow_OFF || Turns random launchpad power off

tr_lp_randtraj || Toggles launch-pad random trajectory

tr_lp_randtraj_ON || Turns on random trajectory, overrides the power meter configuration (default)tr_lp_randtraj_OFF || Turns off random trajectory

tr_lp_traj_up || Raises the trajectory of the launch-padtr_lp_traj_down || Lowers the trajectory of the launch-padtr_lp_traj_stop || Stops the trajectory change of the launch-pad

tr_lp_pow_up || Raises launch-pad powertr_lp_pow_down || Lowers launch-pad power

tr_lp_pow_1 || Set launch-pad power to 1000tr_lp_pow_2 || Set launch-pad power to 1100

tr_lp_pow_3 || Set launch-pad power to 1250tr_lp_pow_4 || Set launch-pad power to 1350tr_lp_pow_5 || Set launch-pad power to 1500 (default)tr_lp_pow_6 || Set launch-pad power to 1600tr_lp_pow_7 || Set launch-pad power to 1700tr_lp_pow_8 || Set launch-pad power to 1850tr_lp_pow_9 || Set launch-pad power to 1950For choosing other powers, enter:ent_fire launchpad_power addoutput "speed xxxx" (this only works when the random power is not selected)

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--- Sentry room ---tr_sentry1 || Create a level 1 sentrytr_sentry2 || Create a level 2 sentrytr_sentry3 || Create a level 3 sentrytr_disp1 || Create a level 1 dispensertr_disp2 || Create a level 2 dispensertr_disp3 || Create a level 3 dispensertr_blocks || Create a small blocktr_blockl || Create a large blocktr_deploengi || Deploy an engineertr_changeteam || Change the team of the deployed buildingstr_eraseone || Destroy everything under the spawnertr_eraseall || Destroy everything in the sentry roomtr_sr_up || Move spawner uptr_sr_down || Move spawner downtr_sr_left || Move spawner to the lefttr_sr_right || Move spawner to the righttr_sr_cw || Turn the spawner clockwisetr_sr_ccw || Turn the spawner counter-clockwise

tr_sr || Toggle sentry roomtr_sr_ON || Activate sentry roomtr_sr_OFF || Deactivate sentry room (default)

tr_wrench || Toggle wrench attacktr_wrench_ON || Forces all engineers to attack with the wrenchtr_wrench_OFF || Makes the engineers stop attacking with the wrench (default)

--- Teleport destinations ---tr_tele_0 || Changes the teleport destinationtr_tele_1 || Changes the teleport destinationtr_tele_2 || Changes the teleport destinationtr_tele_3 || Changes the teleport destinationtr_tele_4 || Changes the teleport destinationtr_tele_5 || Changes the teleport destination

tr_tele_6 || Changes the teleport destinationtr_tele_7 || Changes the teleport destinationtr_tele_8 || Changes the teleport destinationtr_tele_9 || Changes the teleport destinationtr_tele_10 || Changes the teleport destination

By the way, you can use the cheat command tr_iwantmyhoovy to disable the restriction for oneof the easter eggs ;)

-----------------------------------------------------------------------------------------------ALIASES

-----------------------------------------------------------------------------------------------

You can enter a string of these commands using a simple alias and change between differentways of playing the map. Alias are used to call a group of commands and are very useful forgeneral scripting in the source engine.

Example:

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Enter this string in the console to create the "tr_airblast" alias:

alias tr_airblast "tr_default; wait 10; tr_spawn_airblast; tr_deploy_4; tr_attack_ON; tr_speed_heavy; tr_hurt_ON"

Copy and paste the whole sentence in the console and press enter. This will create the"tr_airblast" alias, which you can use anytime until you close TF2.

Entering this alias in the console (that is, writing "tr_airblast" without the quotes andpressing enter) will set every option to default, then spawn soldiers and demomen andforce them to attack and move slower. It will also make them appear every 4 seconds and hurtthem by 124 (soldiers will start with 76 hitpoints and demomen with 51). Go pyro and youwill have a perfect setup for practicing airblast.

Another example would be:

alias tr_hardstab "tr_default; wait 10; tr_spawn_pyros; tr_resupply_OFF; tr_attack_ON; tr_aim_up"

You can practice stairstabs (or how you like to call them) with any class or speed, but with thisalias pyros will spawn firing their flamethrowers aiming upwards and resupply will be turned off, makingthe practice a bit more challenging.

***********************************************************************************************The hard part of the walkway***********************************************************************************************

--------------------------------------------------------------------------------

---------------CODING SYSTEM-----------------------------------------------------------------------------------------------The map features programming tools. Though it's hard to use and counter-intuitive, it's amore powerful version of the scripts that come with TF2 by default and let you create simple testingtools and mini-games inside the walkway. It has 5 variables that can be increased, decrease, comparedand reset. It also has 3 timers, a customizable buttons and text. All of these can be manipulatedusing console commands.

The code is case sensitive. Most commands are aliases, but some others are ent_fire commands

*************************************************************************Events*************************************************************************

Events are the response of the coding system. They are commands that are loadedin the console.

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There is an event after comparing 2 variables, when a bot walks to the end of the walkway, whena 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 compared and they are equalAll events don't have any effect in the game. The user must program them. To dothis, use:

==================alias tr_ON<event> "<action>" // Will do <action> every time the <event> happensalias 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 modify the event thatjust happened. Here, after the timer A is activated, wait and make every bot attack once andthen 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 like 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 walkwaytr_ONMID: a bot enters the middle part of the walkwaytr_ONEND: a bot enters the end of the walkwaytr_ONLEAVE: a bot leaves the walkway

Timers:tr_ONTIMERA: timer A runs outtr_ONTIMERB: timer B runs out

tr_ONTIMERC: timer C runs outtr_ONTIMERD: timer D runs out

Comparer:tr_ONCMPEQUAL: X=Y after calling tr_CMPtr_ONCMPNOTEQUAL: X=/=Y after calling tr_CMPtr_ONCMPGREATERTHAN: X>Y after calling tr_CMPtr_ONCMPLESSTHAN: X<Y after calling tr_CMP

Variables:

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tr_ONAEQUAL: A is equal than his compare value after changing the value of Atr_ONANOTEQUAL: A is not equal than his compare value after changing the value of Atr_ONAGREATERTHAN: A is greater than his compare value after changing the valueof Atr_ONALESSTHAN: A is less than his compare value after changing the value of Atr_ONBEQUAL: B is equal than his compare value after changing the value of Btr_ONBNOTEQUAL: B is not equal than his compare value after changing the value of Btr_ONBGREATERTHAN: B is greater than his compare value after changing the valueof Btr_ONBLESSTHAN: B is less than his compare value after changing the value of Btr_ONCEQUAL: C is equal than his compare value after changing the value of Ctr_ONCNOTEQUAL: C is not equal than his compare value after changing the value of Ctr_ONCGREATERTHAN: C is greater than his compare value after changing the valueof Ctr_ONCLESSTHAN: C is less than his compare value after changing the value of Ctr_ONDEQUAL: D is equal than his compare value after changing the value of Dtr_ONDNOTEQUAL: D is not equal than his compare value after changing the value of Dtr_ONDGREATERTHAN: D is greater than his compare value after changing the valueof Dtr_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 Etr_ONENOTEQUAL: E is not equal than his compare value after changing the value of Etr_ONEGREATERTHAN: E is greater than his compare value after changing the valueof Etr_ONELESSTHAN: E is less than his compare value after changing the value of Etr_ONBUFFEREQUAL: BUFFER is equal than his compare value after changing the value of BUFFERtr_ONBUFFERNOTEQUAL: BUFFER is not equal than his compare value after changing the value of BUFFERtr_ONBUFFERGREATERTHAN: BUFFER is greater than his compare value after changingthe value of BUFFERtr_ONBUFFERLESSTHAN: BUFFER is less than his compare value after changing the va

lue of BUFFER

Switch:tr_ONCASE00: BUFFER=0 after calling a tr_CASEtr_ONCASE01: BUFFER=1 after calling a tr_CASEtr_ONCASE02: BUFFER=2 after calling a tr_CASEtr_ONCASE03: BUFFER=3 after calling a tr_CASEtr_ONCASE04: BUFFER=4 after calling a tr_CASEtr_ONCASE05: BUFFER=5 after calling a tr_CASEtr_ONCASE06: BUFFER=6 after calling a tr_CASEtr_ONCASE07: BUFFER=7 after calling a tr_CASEtr_ONCASE08: BUFFER=8 after calling a tr_CASEtr_ONCASE09: BUFFER=9 after calling a tr_CASE

tr_ONCASE10: BUFFER=10 after calling a tr_CASEtr_ONCASE11: BUFFER=11 after calling a tr_CASEtr_ONCASE12: BUFFER=12 after calling a tr_CASEtr_ONCASE13: BUFFER=13 after calling a tr_CASEtr_ONCASE14: BUFFER=14 after calling a tr_CASEtr_ONCASE15: BUFFER=15 after calling a tr_CASEtr_ONCASEDEF: tr_CASE do not trigger any of the other cases==================

*************************************************************************

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Timers*************************************************************************

Timers are an important part of the programming system. They are 4 logic_timer entities, it's possibleto set the refire time for 3 of them (A, B and C), the last one is a random timer. All of them startdisabled, they must be turned on to work with them. When the timers are activated, they start acountdown 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_aEvent: tr_ONTIMERAInitial refire time: 0.01 seconds--COMMANDStr_ONTIMERA: eventtr_TIMERA_ON: turn on timer Atr_TIMERA_OFF: turn off timer A

ent_fire custom_timer_a refiretime x: set x as time for the timer ANote: this will be a special timer useful to load and compare variable

Timer B-------Entity name: custom_timer_bEvent: tr_ONTIMERBInitial refire time: 1 second--COMMANDS--tr_ONTIMERB: eventtr_TIMERB_ON: turn on timer Btr_TIMERB_OFF: turn off timer Bent_fire custom_timer_b refiretime x: set x as time for the timer B

Timer C-------Entity name: custom_timer_cEvent: tr_ONTIMERCInitial refire time: 1 second--COMMANDS--tr_ONTIMERC: eventtr_TIMERC_ON: turn on timer Ctr_TIMERC_OFF: turn off timer Cent_fire custom_timer_c refiretime x: set x as time for the timer B

Timer D

-------Entity name: custom_timer_DEvent: tr_ONTIMERDInitial refire time: 5(lower limit) to 10(upper limit) seconds--COMMANDS--tr_ONTIMERD: eventtr_TIMERD_ON: turn on timer Dtr_TIMERD_OFF: turn off timer Dent_fire custom_timer_d addoutput "LowerRandomBound x": set the lower limit of the random timer to x

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ent_fire custom_timer_d addoutput "UpperRandomBound x": set the upper limit of the random timer to xNOTE: It's impossible to use "" inside aliases. The upper limit MUST be bigger than the lower limit

*************************************************************************Relay*************************************************************************The relay is an event that triggers one second after it was called. It's usefulfor setting up a program without using a timer, because some commands need otherfeatures activated to work (like moving the trajectory selection for the launch-pad,first you need to disable trajectory selection)

tr_RELAY: call the relaytr_ONTRIGGER: event. Triggers one second after calling the relay

*************************************************************************Position*************************************************************************It's possible to detect when a blu bot enters different parts of the walkway,that is when they enter it (START) are in the middle (MID) or at the end (END).This will be triggered once per time they enter it. You need to enable the events

before using them

tr_POSEVENT_ON: Enables position eventstr_POSEVENT_OFF: Disables position eventstr_ONSTART: event. Triggered when a bot enters the first part of the walkwaytr_ONMID: event. Triggered when a bot enters the middle part of the walkwaytr_ONEND: event. Triggered when a bot enters the final part of the walkwaytr_ONLEAVE: event. Triggered when a bot leaves the walkway (this includes beingkilled)

*************************************************************************Variables*************************************************************************

All of them are integers, and their starting value is 0.Their names are:======ABCDEBUFFER======BUFFER is a special variable. More about it later

You can do 4 operations with variables==================INC: increase by 1DEC: decrease by 1RESET: reset to 0LOAD: load the variable in the bufferent_fire custom_<VARIABLE>var setvalue x : Set the value of VARIABLE to x==================

All of these are issued by console commands in the way

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==================tr_<VARIABLE><OPERATION>==================For example:

tr_TIMERA_ONalias 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 increasethe variable A by 1. Final result: A = 1.

You can also do more advanced operations using ent_fire commands:

==================ent_fire custom_<VARIABLE>var add x : Add x to VARIABLEent_fire custom_<VARIABLE>var subtract x : Subtract x to VARIABLEent_fire custom_<VARIABLE>var multiply x : Multiply VARIABLE by xent_fire custom_<VARIABLE>var divide x : Divide VARIABLE by x==================

EVENTS FOR VARIABLES:

When a value from a variable is changed, the new value is compared to a specialnumber. Bydefault, that number is 0. The comparison will output a command depending on what is therelation between the value in the variable and the one used for comparing it. The comparevalue can be changed in any moment.

==================tr_ON<VARIABLE>EQUAL: <VARIABLE> is equal than his compare value after changing

the value of <VARIABLE>tr_ON<VARIABLE>NOTEQUAL: <VARIABLE> is not equal than his compare value after changing the value of <VARIABLE>tr_ON<VARIABLE>GREATERTHAN: <VARIABLE> is greater than his compare value after changing the value of <VARIABLE>tr_ON<VARIABLE>LESSTHAN: <VARIABLE> is less than his compare value after changing the value of <VARIABLE>ent_fire custom_<VARIABLE>varcomp setcomparevalue x: set the compare value of <VARIABLE> to x==================

*********Loading variables

*********Always after changing the value of a variable, a time lapse is needed before using thatvariable with the new value. The best way to be sure of getting the new value is usingthe special timer A and creating a line of steps in the form:

==================alias tr_ONTIMERA "step1"alias step1 "<action 1>; alias tr_ONTIMERA step2"

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alias step2 "<action 2>; alias tr_ONTIMERA step3"alias step3 "<action 3>; alias tr_ONTIMERA step4"....

alias laststep "<last action>; alias tr_ONTIMERA; tr_TIMERA_OFF"==================

All actions will be activated with a 0.01 seconds delay between them. In every step,tr_ONTIMERA is set to the next step and in the final one, tr_ONTIMERA is set tonothing. The timer can also be disabled in this point until it's needed again and thenext step can be set to be the initial one.

All actions in a step are done simultaneously, so the order is not really important.

Always:

1) Load variables one step after the value has changed2) Change the value of a compare event one step before comparing or changing the variable3) If it's the last step, disable the timer or change the event of the timer tonothing

==================alias laststep "<last action>; alias tr_ONTIMERA step1; tr_TIMERA_OFF"==================

There is a good example in the "Compare" section

*************************************************************************Buffer*************************************************************************

To do any operation between two variables, you need to load them in the buffer first. Only one

variable can be buffered at the same time. The buffer is a variable, so you canmanipulate it likeone, except it cannot be loaded.

Special operations with the buffer:

==================tr_LOADX: load the integer in the buffer to the X variabletr_LOADY: load the integer in the buffer to the y variabletr_CASE: load the integer in the buffer to a the switch==================

*************************************************************************

Compare*************************************************************************

It's possible to compare one variable to another and know if it's equal, not equal,smaller or bigger. The engine always compares the variable X to Y, their valuescan bechanged using tr_LOADX and tr_LOADY. Those commands change the variables to thevaluein the buffer.

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To compare X and Y, use:==================tr_CMP==================

It will compare them and call the following commands in the console (events):==================if X equal to Y: tr_ONCMPEQUALif X not equal to Y: tr_ONCMPNOTEQUALif X is bigger than Y: tr_ONCMPGREATERTHANif X is smaller than Y: tr_ONCMPLESSTHAN==================

For example, we want to compare variable A with B, if A is bigger than B, stop movement anddeploy. Here, the B variables has an initial value and A increases with the time. Copy thistext in a cfg file and name it var_test.cfg. Put the file in the /tf/cfg folder. Load it insidethe game using "exec var_test".

////////////////////////////////////////////// tr_ONGREATERTHAN will stop movement and deploy and then say "A is bigger than

 B" in the// console. It also stops the main timer

alias "tr_ONCMPGREATERTHAN" "tr_stop; echo A is bigger than B; tr_TIMERB_OFF"

ent_fire custom_Bvar setvalue 3 // Initial value of B = 3

tr_ARESET // A is reset to 0

tr_TIMERB_ON // The timer B (1 second) is activated

alias tr_ONTIMERB "tr_AINC; tr_TIMERA_ON;echo O" // Each time the timer B triggers, A

// is increased, timer A is activated (0.01 seconds) and "O" is echoed in the console// to keep track on the time

alias tr_ONTIMERA "step1" // We set the fast timer to the first step in the line

alias step1 "tr_ALOAD;alias tr_ONTIMERA step2" // A is loaded in the buffer andset the next step to be step 2alias step2 "tr_LOADX;alias tr_ONTIMERA step3" // X is loaded with the value inthe buffer and set the next step to be step 3alias step3 "tr_BLOAD;alias tr_ONTIMERA step4" // B is loaded in the buffer andset the next step to be step 4alias step4 "tr_LOADY;alias tr_ONTIMERA step5" // Y is loaded with the value in

the buffer and set the next step to be step 5alias step5 "tr_CMP;alias tr_ONTIMERA step1;tr_TIMERA_OFF" // Compare, set the next step to be the first step and turn off timer A////////////////////////////////////////////

After loading the code, bots will stop moving and spawning and "A is bigger than B" willappear in the console.

*************************************************************************

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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 triggersa case depending on the value.tr_CASERAND: choose one of the cases randomlytr_CASERANDSHUF: choose one of the cases randomly. The cases don't repeat untilall cases have been chosen==================

If the value of the buffer is equal to any of these numbers, an event willbe triggered in the form

==================tr_ONCASE00: if buffer is 0tr_ONCASE01: if buffer is 1tr_ONCASE02: if buffer is 2tr_ONCASE03: if buffer is 3tr_ONCASE04: if buffer is 4tr_ONCASE05: if buffer is 5

tr_ONCASE06: if buffer is 6tr_ONCASE07: if buffer is 7tr_ONCASE08: if buffer is 8tr_ONCASE09: if buffer is 9tr_ONCASE10: if buffer is 10tr_ONCASE11: if buffer is 11tr_ONCASE12: if buffer is 12tr_ONCASE13: if buffer is 13tr_ONCASE14: if buffer is 14tr_ONCASE15: if buffer is 15==================

In case of the value not being equal to any of these values, it will trigger ano

therevent

==================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 onscreen at the same time. Warning: don't use the " symbol inside the message.

Commands:

==================tr_TEXT1: Display text 1 on screenent_fire custom_text1 addoutput "message <your message here>": Change the text 1tr_TEXT2: Display text 2 on screen

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ent_fire custom_text2 addoutput "message <your message here>": Change the text 2tr_TEXT1: Display text 3 on screenent_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" option, the player/botmust 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 reset to that valuewith 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.cfgTo 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 commands. Those include thebot movement speed, timers used for different features and the angle the bots aim. Take in mind thatall of the commands listed use ent_fire and some of them use "addoutput", so han

dle them with careand 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 straight down.y: This is the yaw. It goes from 0 to 360. 270 is forward, 90 is backward,0 and180 are left and right

DEPLOY TIME****ent_fire spawntimer refiretime <time>****

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Replace <time> with the time you want

JUMP TIMER****ent_fire jump_timer refiretime <time>****Time between jumps. Choosing a small one will make bots accelerate.Replace <time> withthe time you want (default 1.75)

STRAFE TIMER****ent_fire strafe_timer refiretime <time>****Time it takes for the bots to change strafe direction. Replace <time> with the time youwant (default 1.75)

BACK AND FORTH TIMERS"Backward timer"****ent_fire back_timeron addoutput "LowerRandomBound <lowertime>"ent_fire back_timeron addoutput "UpperRandomBound <uppertime>"****

This timer controls when the bots go backwards. It's random, that means the timer changes it's refiretime everytime it ends counting. This time goes from <lowertime> to <uppertime>. Default values are<lowertime> = 2.5<uppertime> = 4.5If you want to change these values, make sure the <uppertime> is bigger than the <lowertime>

"Forward timer"****ent_fire back_timeroff refiretime <time>****

This timer triggers every <time> seconds (default 1.25). Every time it triggers, it makes the botsgo forward

LAUNCH PAD POWER****ent_fire launchpad_power addoutput "speed <power>"****This changes the power the launchpad pushes the bots. Use this command only when the "random power"option is not selected or the power will be reset to random after a fraction ofa second.

-----------------------------------------------------------------------------------------------NOTES (Important)-----------------------------------------------------------------------------------------------

- The bots don't walk, they are pushed using the track, so the behavior when they are pushed (airblast, FaN)or exploded is a little different from real players walking. That difference ishard to perceive now (rc)

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- 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" function, making the124 damage done by it suffer the damage spread, sometimes doing more than 124 damage and killinglight classes- Don't use commands that issue move orders to bots (bot_flipout, bot_mimic). They will break the botsdeploy 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 with people youtrust. 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 [email protected] 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 fromusing ent_fire commands. Disable any kind of external team-balancer plugin thatthe

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 themap, adding new features, optimizing, general mapping and lots of ideas and bugreports thatmade 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 megreat feedback in many stages of the develpment. The map would not be what now is withouttheir help. People from ESG are NOT elitist. They are just a group of people who enjoy a lotto play the spy class.- Thanks to Dr. ROCKZO for his great work with the posters and the pacience to deal with mysuggestions- Thanks to the Argentina community for the early help with the alpha (y disculp

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en todas lasveces que no pude meterme a mix ni a los pub para terminar esto)- Thanks to Kakihara, Squible, Dr. ROCKZO, The Big Cheese, Wiseguy149, Fede22 and Arctic Vampirefor their help beta testing the last versions of the beta. Special thanks to Arctic Vampirefor 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 and tips while I was mapping)- Thanks to tf2maps.net community for the useful tutorials and answering some difficultquestions about hammer. Special thanks to A Boojum Snark for his useful addon to hammer.