Re: [TF2] PropHunt 1.93
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But if you are trying to edit it as it is spawning, you have to wait, so just use a 0.0 timer, or like you said, try post. |
Re: [TF2] PropHunt 1.93
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Anyway, I'll be doing some testing later tonight. |
Re: [TF2] PropHunt 1.93
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Regardless, you pretty much have to do it to name clients, and i'm sure it works. |
Re: [TF2] PropHunt 1.93
So, while testing something today, I found out that the game crashes in prop hunt if you try to build a mini-sentry. I'll check standard TF2 to see if it has the same issue.
Edit: It may be because I changed how "junk" items were blocked... Imma change it back and try again. Edit 2: Yeah, it was due to the change in blocking. Switched back now, because that appears to work properly which outright blocking it crashes the client. |
Re: [TF2] PropHunt 1.93
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Anyway, here's 2.04 which really fixes what I was trying to fix in 2.03. I had to back out one of the other changes I made, though... the one which was supposed to improve memory usage by preventing certain entities from spawning. Turns out that crashed the client.
As always, my test server (tf2.rbemrose.com:27015) is running this version. Before I forget, I have some future plans for this plugin: While I'm hear, I'd like to talk about future features for Prop Hunt:
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Re: [TF2] PropHunt 1.93
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Re: [TF2] PropHunt 1.93
I'll probably look into ph_propmenu 0 and using /propmenu <proppath> as an admin with the wrong admin permissions and as a user with no permissions tonight.
Edit: I haven't tested it yet, but I have a suspicion that changes to the Admin Overrides system in SourceMod 1.5 is breaking this, namely that an override on propmenu literally replaces the permissions on the base propmenu command and makes it so the ph_propmenu cvar does literally nothing. I may change the override name to "prophunt" instead. |
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