Two powerups are implemented: Haste and Damage Boost. They can be given or removed with these inputs:
SetHaste (time in seconds)
SetDamageBoost (time in seconds)
If time = 0, the effect will be removed. If time < 0, then the effect will last indefinitely until removed.
There are also powerup entities: momentum_powerup_haste
and momentum_powerup_damage_boost
. They both take a ResetTime
key like the weapon spawner entity. The haste powerup takes a HasteTime
key, and the damage boost powerup takes a DamageBoostTime
key. They are both specified in seconds the same way as the inputs.
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Background
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Momentum Mod ships with a customized build of Hammer (named “Strata Hammer”) which includes some, but not all of Hammer++’s features. Our development has been geared more towards stability than new features, with a focus on porting to Qt for cross platform UI and bug fixing. While Strata Hammer should be perfectly usable (and we appreciate testers), it will be a while until Hammer++ features like accurate lighting preview are fully implemented. If you prefer using Hammer++, that is completely reasonable and this guide should get you set up.
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As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages players may know. Unfortunately however, nobody on the Momentum Mod team knows every language, so we need your help!
Translating on POEditor
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To help with bringing Momentum Mod to your language, first join our POEditor project and join any languages with which you are comfortable helping out in.
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When the game boots, it scans the momentum/custom/
folder for VPK files and subfolders.
For steam users, this will be
Steam/steamapps/common/Momentum Mod/momentum/custom/
under the steam install path.
Each VPK and subfolder is added as a “search custom”, meaning that the files inside them will override the default game’s files.
Using this is recommended over modifying the game’s files, as the custom
folder will persist when installing an update or using Steam’s “verify integrity of game files” feature.
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This guide is a work in progress. If you have questions or problems ask for help in the Momentum Mod Discord.
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Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manually remade, and some textures will need to be realigned.
Prerequisites:
- Have a basic understanding of Goldsrc, Valve Hammer Editor, and potentially Trenchbroom
Download the .BSP and (in some cases) the .WAD
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Most Team Fortress Classic skill maps can be found on the TFC Refugees forum here: https://www.tfcrefugees.com/resources/categories/conc.4/
Maps downloaded from this forum always include any relevant custom content not packed into the map itself. Additionally many maps have descriptions and author info text documents included.
Of the files downloaded, the BSP is the actual map file, and the WAD contains the textures used in the map. In most cases custom textures will be embedded into the BSP itself.
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Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift around if they are off grid, and you will be forced to recreate a lot of the brushes manually. Patches and props cannot be ported across either, so choose maps without those or you will have to spend a lot of time manually replacing them in Hammer.
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This guide covers how to make a custom HUD menu, such as the saveloc or ruler menus.
Note that this does not cover how to make custom Panorama menus more generally, just Static HUD menus, which are controlled by slot0-9
keys and mimick the VGUI panels commonly used on game servers for e.g. !nominate
, !votemap
.
HUD menus are a nice way to add many commands/cvars into a single menu.
There are a few HUD menus that ship with the game:
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The weapon system allows mappers to give and remove a players weapons via entity logic.
Weapon Spawner Entity
#
The momentum_weapon_spawner
entity can be used to give the player a weapon. The entity currently takes a weapon entity name in the WeaponName
key. The following weapon names can be used:
"weapon_momentum_pistol"
"weapon_momentum_shotgun"
"weapon_momentum_machinegun"
"weapon_momentum_sniper"
"weapon_momentum_grenade"
"weapon_momentum_concgrenade"
"weapon_knife"
"weapon_momentum_rocketlauncher"
"weapon_momentum_stickylauncher"
"weapon_momentum_df_plasmagun"
"weapon_momentum_df_rocketlauncher"
"weapon_momentum_df_bfg"
"weapon_momentum_df_grenadelauncher"
The entity also has a ResetTime
key, which is the amount of time in seconds before a weapon can be picked up again. If this value is negative, then the spawner will only give a weapon once. Once we implement a save state system on map reset, this entity should reset along with that, but right now the only way to reset the spawner when it’s in this state is to reload the map.
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This page covers Momentum Mod’s implementation of world portals, how they work, how to add them into a map, as well as the limitations associated with the technology.
Prerequisites
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In order to easily follow along with this guide it is recommended to have the following:
- A basic knowledge of the Hammer editor and how to create functional, playable maps using it
- A version of Momentum Mod from version 0.8.8 or onwards
- The
momentum.fgd
file in your Hammer configuration
Introduction
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What Are Portals?
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World portals are placeable entities that emulate a connection between two points, such as the example pictured below. Portals can have many uses for mappers attempting to push their creativity or for those stuck in Hammer-related corners.
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Ranked-Points System
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The points you earn from your time on a map is the sum of the points awarded from each of these 3 systems described below: WR/top10 points + formula points + group points.
The systems described here are complete; we are in agreement that this is what the Ranked-Points should look like. The values chosen for percentiles, WR points, etc. are still up for debate; however, these should be simple to change later, should we decide to change them, because of the design of the system. For now, we consider the values to be informed-guess placeholders.
There are no ‘base completion points’; the formula system somewhat accounts for this, but we’ve determined that it is not worth having a system of its own
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