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404UserNotFound
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Join Date: Dec 2011
Plugin ID:
4732
Plugin Version:
1.2
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Gameplay
Plugin Game:
Team Fortress 2
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    Old 07-19-2015 , 13:09   unapprove me cap'n
    Reply With Quote #1

    unapprove me cap'n

    Last edited by 404UserNotFound; 09-09-2020 at 12:24. Reason: no longer supported
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    Chdata
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    Old 07-19-2015 , 13:22   Re: [TF2] Demoman's Dynamite Pack
    Reply With Quote #2

    video
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    Old 07-19-2015 , 13:28   Re: [TF2] Demoman's Dynamite Pack
    Reply With Quote #3

    Quote:
    Originally Posted by Chdata View Post
    video
    Old video here. Shows old convar names and shit. I've yet to make a new video.



    On the plus side, I did show off the BLU skin version convar in that video, so you get to see what the 2 different BLU skins look like.

    Last edited by 404UserNotFound; 07-19-2015 at 13:30.
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    B_CANSIN
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    Old 07-20-2015 , 07:57   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #4

    its looks like !cbomb
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    Old 07-20-2015 , 07:58   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #5

    Quote:
    Originally Posted by B_CANSIN View Post
    its looks like !cbomb
    Read the main post. The code is based on Wild Turkey's Cluster Bomb plugin, only incredibly reworked.

    Last edited by 404UserNotFound; 07-20-2015 at 18:18.
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    xXDeathreusXx
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    Old 07-21-2015 , 00:00   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #6

    Very interesting, but could you not just use the existing stickybomb replacement mod that brings the old Dynamite back? It has swing animations, and you could use a custom stickybomb launcher that only has 1 shot, and can only have 1 sticky out

    Can track when a player throws it and create a timer that manually detonates it, with the splitting sticks

    This can also remove the need of a bind, and can more easily restrict it to admins(Command listeners haven't had very good results with restricting it in my experiences)

    Of course, this is purely for aesthetic, I can already see a problem or 2 with it, and the bind to toss the bundle can still exist along side it
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    Old 07-21-2015 , 00:04   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #7

    Quote:
    Originally Posted by xXDeathreusXx View Post
    Very interesting, but could you not just use the existing stickybomb replacement mod that brings the old Dynamite back? It has swing animations, and you could use a custom stickybomb launcher that only has 1 shot, and can only have 1 sticky out

    Can track when a player throws it and create a timer that manually detonates it, with the splitting sticks

    This can also remove the need of a bind, and can more easily restrict it to admins(Command listeners haven't had very good results with restricting it in my experiences)

    Of course, this is purely for aesthetic, I can already see a problem or 2 with it, and the bind to toss the bundle can still exist along side it
    Well, I could, if that particular mod was not in v_/w_ model format (pretty sure it is, haven't checked it out yet). There's also no world anims for that mod, so other players would see dynamite packs being shot out of nothingness (or a stickybomb launcher depending on how things are coded). I believe Paysus created that mod, and I am friends with Paysus, and last I checked he wasn't planning on doing world anims.

    That's a nice idea though. Just too many issues to make it work.

    Last edited by 404UserNotFound; 02-17-2017 at 18:55.
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    xXDeathreusXx
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    Old 07-21-2015 , 01:16   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #8

    Quote:
    Originally Posted by abrandnewday View Post
    Well, I could, if that particular mod was not in v_/w_ model format (pretty sure it is, haven't checked it out yet). There's also no world anims for that mod, so other players would see dynamite packs being shot out of nothingness (or a stickybomb launcher depending on how things are coded). I believe Paysus created that mod, and I am friends with Paysus, and last I checked he wasn't planning on doing world anims.

    That's a nice idea though. Just too many issues to make it work.
    Yeah the world anims is a shame, and I think I recall it was a v model

    I was not one for thinking ideas through before hand, this is just another example, but if you think about it, it's already being created from thin air, the first person anims would be a slight step up

    Maybe one day someone will offer to remake the mod or fix the current one for Paysus
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    Last edited by xXDeathreusXx; 02-18-2017 at 17:12.
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    B_CANSIN
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    Old 07-21-2015 , 08:05   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #9

    Quote:
    Originally Posted by abrandnewday View Post
    Read the main post. The code is based on Wild Turkey's Cluster Bomb plugin, only incredibly reworked.
    Oh my bad I think I was so sleepy when I was readding this lol.
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    Old 09-08-2015 , 08:59   Re: [TF2] Demoman's Dynamite Pack [1.1]
    Reply With Quote #10

    This plugin is now available through Github!
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