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-   -   [TF2] PropHunt 1.93 (https://forums.alliedmods.net/showthread.php?t=107104)

wasder 10-28-2009 15:58

Re: [TF2] PropHunt 1.1
 
I cant compile it. Can anyone tell me how to compile prophunt.sp , please?

Darkimmortal 10-28-2009 22:51

Re: [TF2] PropHunt 1.2
 
1.2 released. :)

Not exactly the most exciting changelog ever, but there wasn't much to add :P

hextasy 10-29-2009 01:47

Re: [TF2] PropHunt 1.2
 
much props for this, <3 the updates.

the audible timer for the pyro's, the updated points, no more dropped weapons next to the last prop.

Great mod - works awesome on *nix too! :D

Mustang 10-29-2009 04:18

Re: [TF2] PropHunt 1.2
 
Updated to v1.2 :D
The Group Thing - PropHunt v1.2 [Ranked] | Alpha-Networks

Arcanus 10-29-2009 15:59

Re: [TF2] PropHunt 1.2
 
My team has been delighted with the plugin and we thank the author for the work.

A few months back our team attempted to run a map competition with about $250 in prizes but was rebuffed by the map community we approached who didn't like our theme of "verticality" (hey, I like 3D maps). We were thinking of rerunning it with the them of "PropHunt" and I'm looking for feedback, particularly from map makers. I can provide a rules draft to anyone interested.

In short, the map maker keeps all rights to the map but must let other servers run the map. Also, we'd ask to include a small note of endorsement (link to picture of target size). The winner would be community selected by participating players.

Please PM me if you represent any sort of mapping community who'd like to help my team sculpt an event.

Dislexsick 10-29-2009 22:02

Re: [TF2] PropHunt 1.2
 
Hi, <3 the plugin however having some little problems.

My server runs several gamemodes - so I only load the plugins when needed. (Details of how it was/now is done here: https://forums.alliedmods.net/showthread.php?t=107689)

However this plugin will ONLY load if it is loaded at the map start OR manually through RCON - If it is put in a config the rest of the config works (I know this because it changes hostname to add "[Playing: PropHunt]") but the plugin does not load - The command is defenitely right, I have copied it and pasted it with "rcon " before it and it loads it...

Any ideas why this is happening, else can someone either convert this pseudo-code to .sp or give me a compiled version with this added (I can make tiny edits to SourcePawn files before I get completely confused as to wtf is going on :P):

Code:

IF (MapnameContains("arena_") = true OR MapnameContains("ph_") = true) {
    //MAIN PROGRAM CODE
}

(Yes I know that is probably about 0.001 seconds of coding, but I have no idea which functions to use)

Dislexsick 10-30-2009 06:28

Re: [TF2] PropHunt 1.1
 
Quote:

Originally Posted by wasder (Post 974576)
I cant compile it. Can anyone tell me how to compile prophunt.sp , please?

Do you have the extensions in the SM installation you are using to compile it?

Now, problems of my own:

I use config files to load plugins only on the maps they are required, however this plugin will not load from a config -- Only from map start or RCON command (Even if rcon is copy+paste of config version, so no typos)

Mustang 10-30-2009 12:57

Re: [TF2] PropHunt 1.2
 
Why don't you write a plugin that runs at map start to achieve what you are after

Dislexsick 10-31-2009 10:52

Re: [TF2] PropHunt 1.2
 
Quote:

Originally Posted by Mustang (Post 976101)
Why don't you write a plugin that runs at map start to achieve what you are after

Plugins are placed in the disabled folder to stop them auto-loading. This works far better than you would think. I use Execute Configs to execute a config file which changes the hostname, cvars for the gamemode, and load the plugins using:
Code:

sm plugins load disabled/prophunt.smx
In the case of prophunt though, I ended up just using config_arena.cfg to 'exec prophunt.cfg' which works, as the hostname is changed appropriately, but the plugin does not load.

Oh, that and I don't have the first clue where to start with a plugin to do that.

onlyamd 11-01-2009 14:01

Re: [TF2] PropHunt 1.2
 
Can anybody tell me why the pyro's flame would look pixilated and spray in like a square pattern? Version 1.2

Thank you


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