[Subplugin] Taunt Kill Mods
3 Attachment(s)
A plugin that provides various functionality around Taunt Kills so they feel more suitable for FF2 Features
Commands
Installation
Updates
Enjoy and happy Taunt Killing! |
Re: [Subplugin] Taunt Kill Mods
My goodness, this seems actually cool for improving tauntkills on FF2! Amazing subplugin!
But (just curious), did you make this compatible for FF2-Rewrite? or... |
Re: [Subplugin] Taunt Kill Mods
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I haven't tested that, the only FF2 functions this uses are: PHP Code:
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Re: [Subplugin] Taunt Kill Mods
Interesting subplugin
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Re: [Subplugin] Taunt Kill Mods
Ah you added an cooldown to the Hunstman to prevent stun locking? Nice. Before this what I did with one of my hales (Bonk Girl) is being very “clever” with the “damage causes airblast” weapon attribute and putting that on her sandman. That was a way I countered stun locking against my hale but I really like the hunstman cooldown.
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Re: [Subplugin] Taunt Kill Mods
Important Update: fixed some demo weapons causing taunt kill events on normal swings (Thank you valve for calling normal weapon swings "decapitation")
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Re: [Subplugin] Taunt Kill Mods
Hello Blink, I don't know if I just did it wrong, but when I added your subplugin to my server this error showed up in the console.
L 07/23/2022 - 04:29:44: [ff2_tauntkillmods.smx] [FF2 Taunt Kill Mods] Could not load cfg file -- using defaults FATAL ERROR: Host_Error: CEngineSoundServer::PrecacheSound: Bad string: |
Re: [Subplugin] Taunt Kill Mods
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Re: [Subplugin] Taunt Kill Mods
1.2 update: hopefully fixed potential issues related to plugin not being able to find cfg file. If your plugin is running fine and you use the cfg file already there is no urgency to update.
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Re: [Subplugin] Taunt Kill Mods
1.3 update: fixed a weird interaction with the scorch shot which would cause it to deal taunt kill damage all the time at any range. Added "DamageThreshold" to the CFG as a precaution.
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