Difference between revisions of "Raid"

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'''Raid''' mode is an experimental gamemode that was being tested for Team Fortress 2. In this gamemode, players would be on a 5 man team and enemy bots would spawn in, much like in Left 4 Dead. Much like today's MvM, Raid would've also featured waves of hordes with unique enemies, but would've also had boss battles.
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'''Raid''' mode is an experimental gamemode that was being tested for Team Fortress 2. In this gamemode, players would be on a 5 man BLU team and RED enemy bots would attack from any possible location while players attempt to push through hordes of robots, much like in Left 4 Dead. Raid's objective is currently unclear, but there are some code that tells bots to check on uncaptured points and telling bots that a gate door may be actively blocking or not blocked in an area.
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<!-- The source code for this gamemode can be located in server/tf/tf_raid_logic.cpp -->
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== Enemies ==
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Players generally face not many enemy types, with some of it from Left 4 Dead, which include:
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*Wanderers
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*Mobs (or Hordes)
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*Specials
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*Sentry Guns
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*Defenders
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Interestingly, each of the 9 classes are handled differently for this gamemode, most being limited to only certain events.
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=== Wanderers ===
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Wanderers, also featured in Left 4 Dead, generally spawn at areas players have yet to traverse to which are ahead of them and they aren't looking at that area directly. In Raid mode, Scout robots are set to be the primary Wanderers of this gamemode, and only the Wanderers. All Wanderers choose to only use their Melee weapon, while speaking about several lines at random intervals that are seemingly random to the other Wanderers, with some having them harass at other Wanderers. They will only engage in players that are either too close to them, or they killed their allies too close to them. For the latter case, the closer the player is on their nearby ally's death is to them, the faster they will react to attacking the player.
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If they spawn while possessing the <code>AGGRESSIVE</code> flag, they will not try to idle and instead immediately rush down from their spot to attack the players. This actually happens in L4D when the horde timer (or Mega Mob) is up, or a horde event has started.
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<!-- The source code for wanderers can be located in server/tf/bot/behavior/scenario/raid/tf_bot_wander.cpp -->
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=== Bosses ===
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The gamemode would've also had boss battles.
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== Leftover Content ==
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=== Content Creation Related ===
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<!-- Need 2 compress the title, here's a WIP one instead -->
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==== Hammer Editor ====
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In the default entity list for the Source Engine Mapping software, Hammer, three entities can be seen that point to this gamemode: <code>base_boss</code>, <code>tf_logic_raid</code> and <code>tf_logic_boss_battle</code>. With the latter two not working, as their code is not loaded.
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<!-- Only the barebones foundation -->
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==== Navigation Meshes ====
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For Navigation Meshes, or nav, which are used by bots to determine where they can go, where players can walk on and whatnot. The command <code>tf_mark</code> has two leftover flags which are meant for Raid mode. Which are <code>RESCUE_CLOSET</code> and <code>NO_SPAWNING</code>.
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The first flag is clearly referring to these [https://left4dead.fandom.com/wiki/Rescue_Closets Rescue Closet]s in Left 4 Dead, which are areas where a previously dead survivor may spawn in, then shout for someone to get them out of the closet (which revives them). In Raid mode, the game uses this to exclude players from being counted as "alive", or use this to make the Director start certain voicelines.
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The second flag is used to manually set what areas should the Director not spawn any robots. In L4D, Flags with a similar function are the flags  <code>NO_MOBS</code>, <code>EMPTY</code> (No Wanderers) and <code>NOTHREAT</code> (which the function it does is unclear, but only speculation is to disallow special spawning.)
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<!-- Need a section for Rescue Closets, later -->
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{{Unused content nav}}
 
{{Unused content nav}}

Revision as of 13:52, 12 July 2020

Raid mode is an experimental gamemode that was being tested for Team Fortress 2. In this gamemode, players would be on a 5 man BLU team and RED enemy bots would attack from any possible location while players attempt to push through hordes of robots, much like in Left 4 Dead. Raid's objective is currently unclear, but there are some code that tells bots to check on uncaptured points and telling bots that a gate door may be actively blocking or not blocked in an area.

Enemies

Players generally face not many enemy types, with some of it from Left 4 Dead, which include:

  • Wanderers
  • Mobs (or Hordes)
  • Specials
  • Sentry Guns
  • Defenders

Interestingly, each of the 9 classes are handled differently for this gamemode, most being limited to only certain events.

Wanderers

Wanderers, also featured in Left 4 Dead, generally spawn at areas players have yet to traverse to which are ahead of them and they aren't looking at that area directly. In Raid mode, Scout robots are set to be the primary Wanderers of this gamemode, and only the Wanderers. All Wanderers choose to only use their Melee weapon, while speaking about several lines at random intervals that are seemingly random to the other Wanderers, with some having them harass at other Wanderers. They will only engage in players that are either too close to them, or they killed their allies too close to them. For the latter case, the closer the player is on their nearby ally's death is to them, the faster they will react to attacking the player.

If they spawn while possessing the AGGRESSIVE flag, they will not try to idle and instead immediately rush down from their spot to attack the players. This actually happens in L4D when the horde timer (or Mega Mob) is up, or a horde event has started.

Bosses

The gamemode would've also had boss battles.

Leftover Content

Content Creation Related

Hammer Editor

In the default entity list for the Source Engine Mapping software, Hammer, three entities can be seen that point to this gamemode: base_boss, tf_logic_raid and tf_logic_boss_battle. With the latter two not working, as their code is not loaded.

Navigation Meshes

For Navigation Meshes, or nav, which are used by bots to determine where they can go, where players can walk on and whatnot. The command tf_mark has two leftover flags which are meant for Raid mode. Which are RESCUE_CLOSET and NO_SPAWNING.

The first flag is clearly referring to these Rescue Closets in Left 4 Dead, which are areas where a previously dead survivor may spawn in, then shout for someone to get them out of the closet (which revives them). In Raid mode, the game uses this to exclude players from being counted as "alive", or use this to make the Director start certain voicelines.

The second flag is used to manually set what areas should the Director not spawn any robots. In L4D, Flags with a similar function are the flags NO_MOBS, EMPTY (No Wanderers) and NOTHREAT (which the function it does is unclear, but only speculation is to disallow special spawning.)