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-   -   [ANY] Goomba Stomp (2.0.2) (https://forums.alliedmods.net/showthread.php?t=111893)

eraserhead 08-20-2011 22:27

Re: [TF2] Goomba Stomp (1.2.2)
 
Quote:

Originally Posted by FlaminSarge (Post 1535984)
An interesting bug with the recent Manno-tech update, the takedamage kill triggers the new Sniper Rifle's double-kill sound. I assume it's because of the damagetype.

Quote:

Originally Posted by clutchh (Post 1536620)
Issue: the sounds broadcast to all players no matter the distance. Can this be fixed or an option to remove sounds added.

This is happening on our server. Everytime someone get's goomba'd you hear the regular sound followed by a weird new sound, i guess it's the one Sarge described. Also everyone hears the second sound like clutchh described.

Flyflo 08-21-2011 05:28

Re: [TF2] Goomba Stomp (1.2.2)
 
Have you tried the fix ?

clutchh 08-22-2011 23:30

Re: [TF2] Goomba Stomp (1.2.2)
 
Quote:

Originally Posted by Flyflo (Post 1537537)
Have you tried the fix ?

Yes.

AeroAcrobat 08-28-2011 22:46

Re: [TF2] Goomba Stomp (1.2.2)
 
Quote:

Originally Posted by Flyflo (Post 1536084)
What a strange bug :p

I'm not totally sure what is causing this but you can try the attached version.

Plugin failed to compile! Please try contacting the author.

I also tried sourmod webcompiler but there was an error.

Flyflo 08-29-2011 05:38

Re: [TF2] Goomba Stomp (1.2.2)
 
Quote:

Originally Posted by AeroAcrobat (Post 1543040)
Plugin failed to compile! Please try contacting the author.

I also tried sourmod webcompiler but there was an error.

Sorry, I totally forgot about that.
The post is updated with the smx.

eraserhead 08-29-2011 12:34

Re: [TF2] Goomba Stomp (1.2.2)
 
Quote:

Originally Posted by Flyflo (Post 1537537)
Have you tried the fix ?

Hey we have been running your fix for a while now and i don't hear the sound problem anymore. So, seems to have worked for us. How about you clutchh?

FlaminSarge 08-30-2011 18:44

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.

FlaminSarge 09-02-2011 14:19

Re: [TF2] Goomba Stomp (1.2.2)
 
1 Attachment(s)
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.

FlaminSarge 09-07-2011 04:10

Re: [TF2] Goomba Stomp (1.2.2)
 
1 Attachment(s)
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.

wasder 09-21-2011 07:30

Re: [TF2] Goomba Stomp (1.2.2)
 
Quote:

Originally Posted by FlaminSarge (Post 1549871)
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.

Plugin failed to compile! Please try contacting the author.

Edit: My bad, old .inc files.


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