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[TF2] Freak Fortress 2


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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 04-18-2012 , 14:44   Re: [TF2] Freak Fortress 2
#331

Quote:
Originally Posted by MarcoPixel View Post
Hey, first of all i love your mod and i have it running on my little server.
Second is how i can get the VSH Hales in mix with the Freak Fortress 2 ones (so that all can come, not only ff2 or vsh ones)

Greets,
Marco
FF2 is the successor of VSH, why would you want to run them simultaneously?
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-18-2012 , 14:45   Re: [TF2] Freak Fortress 2
#332

Quote:
Originally Posted by Mr. Man View Post
FF2 is the successor of VSH, why would you want to run them simultaneously?
He's talking about the VSH characters. When FF2 was first released I was a little outraged that Saxton Hale wasn't a part of it until I looked into it better.
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MarcoPixel
Junior Member
Join Date: Apr 2012
Old 04-18-2012 , 17:07   Re: [TF2] Freak Fortress 2
#333

Excatly like he said, i love having all hales together and not choosing whats next round.

Anyway im making right now the female scout as a hale, its now just a hale with the right model.

Greets,
Marco
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lucasdidur
Senior Member
Join Date: Jan 2011
Location: Brazil
Old 04-18-2012 , 17:17   Re: [TF2] Freak Fortress 2
#334

I can make all the characters appear?

No need to choose Saxton or Freak on the end of the Map?
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Last edited by lucasdidur; 04-18-2012 at 17:18.
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MarcoPixel
Junior Member
Join Date: Apr 2012
Old 04-18-2012 , 17:49   Re: [TF2] Freak Fortress 2
#335

Just use the config from MasteroftheXP and restart the server, it works ;)
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-18-2012 , 18:21   Re: [TF2] Freak Fortress 2
#336

TF2 update.
Quote:
* Fixed health drain happening faster for players with health above the normal overheal amount for their class
To everyone who's been complaining about the buggy health counter (including me) Merry Christmas. (mornin')
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-18-2012 , 18:33   Re: [TF2] Freak Fortress 2
#337

Quote:
Originally Posted by MasterOfTheXP View Post
TF2 update.
To everyone who's been complaining about the buggy health counter (including me) Merry Christmas. (mornin')
The real question is: Will this fix a boss being healed by a Medic before the teams balance at the start of the first boss round resetting the player's health to the health of the class the boss is based on?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-18-2012 , 20:29   Re: [TF2] Freak Fortress 2
#338

Valve fixed that with the last update. I don't know if they reverted it but seeing as it was in the patch notes, I doubt they did.
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 04-19-2012 , 00:40   Re: [TF2] Freak Fortress 2
#339

I also love all the characters in 1 pack, it'd be nice if the "chances" attribute works on only 1 pack...
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-19-2012 , 02:43   Re: [TF2] Freak Fortress 2
#340

Quote:
case 3: //1.03
{
DrawPanelText(panel, "1) Finally fixed exploit about queue points.");
DrawPanelText(panel, "2) Fixed non-regular bug with 'UTIL_SetModel: not precached'.");
DrawPanelText(panel, "3) Fixed potential bug about reducing of Boss' health by healing.");
DrawPanelText(panel, "4) Fixed Boss' stun when round begins.");
}
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 94 views - 152.8 KB)
File Type: smx freak_fortress_2.smx (81.3 KB, 105 views)
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