Re: [TF2] Goomba Stomp (1.2.2)
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Re: [TF2] Goomba Stomp (1.2.2)
Have you tried the fix ?
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Re: [TF2] Goomba Stomp (1.2.2)
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Re: [TF2] Goomba Stomp (1.2.2)
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I also tried sourmod webcompiler but there was an error. |
Re: [TF2] Goomba Stomp (1.2.2)
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The post is updated with the smx. |
Re: [TF2] Goomba Stomp (1.2.2)
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Re: [TF2] Goomba Stomp (1.2.2)
For me, the only sound that's broadcasting to all players is the Machina sound (which seems to now be fixed). I don't know if that's because I'm still using the old coin and death sound files.
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Re: [TF2] Goomba Stomp (1.2.2)
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Right, so nothing changed and it's now working perfectly. Awesome.
By the way, I made a version that uses the old stomp sounds (mario/coin and death), and allows people to easily change the sound when compiling, using REBOUND_SOUND defines, etc. |
Re: [TF2] Goomba Stomp (1.2.2)
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And here's one that respects a client's m_takedamage Dataprop, so that if plugins decide to set a player as invulnerable (e.g. spawn protection) then it won't stomp them.
Also, if the plugin is late loaded, it will correctly SDKHook valid clients. |
Re: [TF2] Goomba Stomp (1.2.2)
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Edit: My bad, old .inc files. |
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