guide

Giving Players Powerups

guide
defrag, mapping, powerups

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. ...

Hammer++ Setup

guide
mapping, tools

Momentum Mod is not officially supported by Hammer++, but can be made compatible by following this guide. Prerequisites: GCFScape Hammer++ CS:GO Build About 42 GB of disk space (depending on how many games are mounted) Hammer++ Configuration # Install GCFScape and extract the Hammer++ .zip file into your Counter-Strike Global Offensive\bin folder. Run hammerplusplus.exe Copy the following configuration: Mounting Games # In order for Hammer++ to load content from the various games that Momentum Mod mounts, follow these steps: ...

Localization

guide
localization, languages, translation

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 # 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. ...

Overriding Custom Assets

guide
hud, weapon

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. ...

Porting Goldsrc maps to Source

guide
bhop, climb, conc, mapping, porting

This guide is a work in progress. If you have questions or problems ask for help in the Momentum Mod Discord. # 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 . ...

Porting Quake 3 maps to Source

guide
quake3, mapping, porting, defrag

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. ...

Static HUD Menus

guide
hud, hud menu

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 overview # HUD menus are a nice way to add many commands/cvars into a single menu. ...

Weapon System

guide
mapping, weapons

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. ...

World Portals

guide
portals, mapping

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 # 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. ...

XP Systems

guide
rank, xp, cosmetic

Ranked-Points System # 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. ...