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-   -   [TF2] Be the Robot (1.3, December 22 2012) (https://forums.alliedmods.net/showthread.php?t=193067)

Powerlord 08-16-2012 14:25

Re: [TF2] Be the Robot 1.0
 
Quote:

Originally Posted by Horsedick (Post 1773100)
I wouldn't classify it as broken... I mean the cycle they each have are very high as in the Horsemann has a HP of near 1000 so you can be out there a long time, the robots are prob near the same. If you worry about running out of ammo use a infinite ammo plugin to go with it and if you worry about health use god mode.

Model changes should be re-applied at loadout change, which fires the post_inventory_application event.

Sreaper 08-16-2012 14:44

Re: [TF2] Be the Robot 1.0
 
Oh my gosh. Thank you so much for this you have so made my day! Could you edit so when I died then respawn, the command gets reapplied? Also is it possible to play as the boss versions of the robots?

Jim E. Rustler 08-16-2012 14:52

Re: [TF2] Be the Robot 1.0
 
Quote:

Originally Posted by Sreaper (Post 1773176)
Oh my gosh. Thank you so much for this you have so made my day! Could you edit it so you spawn as a robot again until typing the command to disable it?

You may want to read the lower half of the thread on Page 1 to find the answer to that.

Sreaper 08-16-2012 15:04

Re: [TF2] Be the Robot 1.0
 
Quote:

Originally Posted by Jim E. Rustler (Post 1773185)
You may want to read the lower half of the thread on Page 1 to find the answer to that.

This plugin reapplies the command upon death just fine.
I would like to have the ability to play as one of the bosses if this is possible.

scopesp 08-16-2012 15:22

Re: [TF2] Be the Robot 1.0
 
model change back to default if i hit resuply :( possible to get a cvar for this :) ?

MasterOfTheXP 08-16-2012 16:04

Re: [TF2] Be the Robot 1.0
 
Yerp, looks like a way to "permanently be the robot" is gonna be needed.

Powerlord 08-16-2012 16:19

Re: [TF2] Be the Robot 1.0
 
Quote:

Originally Posted by MasterOfTheXP (Post 1773243)
Yerp, looks like a way to "permanently be the robot" is gonna be needed.

Quote:

Originally Posted by Powerlord (Post 1773156)
Model changes should be re-applied at loadout change, which fires the post_inventory_application event.

I probably worded that badly; loadout changes (and touching the respawn cabinet?) trigger the post_inventory_application event, not model changes.

Although, now that I think about that, I'm not sure touching the respawn cabinet triggers that... if you've ever used TF2Items, you'd know that it only gives items to players once, except the second Misc slot which is given every time you regenerate (unless they've fixed that).

Eyelanderules 08-16-2012 19:46

Re: [TF2] Be the Robot 1.0
 
Anyway you can make it so admins can toggle to be like the big robots with voice sounds + walking sounds? id bet your prob already doing that now if not future. Or set so people can explode with buster. :)

RonanZer0 08-16-2012 22:16

Re: [TF2] Be the Robot 1.0
 
now if only you could join the blue team...

MasterOfTheXP 08-16-2012 22:22

Re: [TF2] Be the Robot 1.0
 
Quote:

Originally Posted by RonanZer0 (Post 1773548)
now if only you could join the blue team...

Even if someone made a plugin to force humans onto the robot team, as well as that could work in the fun department, the game might kick you as soon as you die. Just guessing, though. It's probably smart enough to determine if you're a bot.


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