AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   VSH / Freak Fortress (https://forums.alliedmods.net/forumdisplay.php?f=154)
-   -   VSH Versus Saxton Hale 1.55 - New Saxton Hale + Vagineer Models! (https://forums.alliedmods.net/showthread.php?t=244209)

Newbie1992 08-04-2014 04:17

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Works great, thanks a lot for your time. When i got some free money in the next days/weeks i will donate some to you for that awesome hale version. like 15-20€ (should be around 25$)

Thanks!:wink:

Chdata 08-04-2014 04:47

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Thanks for pointing out bugs ;p

It was kinda on a whim that I figured out the team color thing.

Meanwhile, my servers are up again. (See the TF2Data link for IPs)

Newbie1992 08-04-2014 13:01

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
99% of the plugin are works great, ill found 1 little thing that should ne fixed (hope this can fixed)

By starting a conga the botkillers will not remove correctly after conga its looks like:

http://cloud-4.steampowered.com/ugc/...A5CB6B58B90D4/


Thanks,
Newbie'

Chdata 08-04-2014 15:16

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Fix for mantreads coming next update.

As for the conga issue shown above,
1. tf_tauntem given congas don't trigger it, but real taunts do
2. Doesn't happen on valve servers

Newbie1992 08-04-2014 15:50

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Would it be possible that you can fix that panel a bit in the new update?

Code:

stock SkipHalePanelNotify(client, bool:newchoice = true)
{
    if (!Enabled || !IsValidClient(client) || IsVoteInProgress())
    {
        return;
    }

    new Handle:panel = CreatePanel();
    decl String:s[256];

    SetPanelTitle(panel, "[VSH] You're Hale next!");
    Format(s, sizeof(s), "%t\nAlternatively, use !resetq.", "vsh_to0_near");
    CRemoveTags(s, sizeof(s));

    ReplaceString(s, sizeof(s), "{olive}", "");
    ReplaceString(s, sizeof(s), "{default}", "");

    DrawPanelItem(panel, s);
    SendPanelToClient(panel, client, SkipHalePanelH, 30);
    CloseHandle(panel);

    return;
}
public SkipHalePanelH(Handle:menu, MenuAction:action, param1, param2)
{
    return;
}

I'll remove that shit of code in my saxtonhale.sp becuase that panel looks so ugly.
A menu with a yes/no option would be awesome, no will automatically open the !resetq option.

Thanks!

Chdata 08-06-2014 08:10

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Seems like going from 'equipped with botkiller' -> be hale -> be player = Have glitchy botkillers

WildCard65 08-06-2014 08:31

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
Quote:

Originally Posted by Chdata (Post 2179770)
Seems like going from 'equipped with botkiller' -> be hale -> be player = Have glitchy botkillers

Ya, the current logic of the remove wearables bit in tf2_stocks.inc in sm1.6.1 latest git has an issue where it's trying to get extra wearables from an invalid entity https://github.com/alliedmodders/sourcemod/pull/125

Chdata 08-06-2014 09:20

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I guess something about TF2_SetPlayerclass breaks botkillers or something, but even when my class isn't actually changed upon becoming the boss the botkillers stick.

idk

Spyper 08-06-2014 17:16

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I think darwins danger shield and razorback can give +10 attack bonus and block one hit from any boss, after which they are removed from the player for the duration of the round,like demoshield
also:

Quote:

Originally Posted by Spyper (Post 2179005)
Demoshield cannot save you from a goomba stomp


Wliu 08-06-2014 17:47

Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
 
I'm pretty sure if you want to be able to catch that, VSH must #tryinclude Goomba Stomp. Looks like Goomba overrides OTD whenever there's a stomp called so VSH never gets to test if that person has a demoshield.


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