Re: [TF2] The Amplifier
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
The #tryinclude attempts to include the "header" file for that plugin and, if it's there, hooks the OnPickupObject() forward so that Krit, Uber and Buff amplifiers can't be picked up using that plugin. If the "header" file for ztfgrab.inc isn't found, then it doesn't fail and compiles the code without that functionality, making it optional. |
Re: [TF2] The Amplifier
Quote:
This is the topic for the grabber/gravity gun plugin: http://forums.alliedmods.net/showthread.php?p=644098 and this is the link to the ztf2grab version I made for TF2 http://forums.alliedmods.net/showpos...0&postcount=19 |
Re: [TF2] The Amplifier
Any think, must I send AMP to contribute and polycount?
|
Re: [TF2] The Amplifier
Quote:
|
Re: [TF2] The Amplifier
Very cool update, by the way. Seems to be working fine.
Since there seems to be cvars for just about everything else, any chance for one that changes the Amplifier's build time? Also, any chance for a full list of effects that it can dispenses? |
Re: [TF2] The Amplifier
Quote:
Thee are also TF2 convars that can be used to change the build time globally. Quote:
PHP Code:
The most useful ones are: PHP Code:
Taunt sends a taunt command to the client (which is actually probably too OP to be useful) These conditions are sent to enemies instead of allies: PHP Code:
|
Re: [TF2] The Amplifier
Quote:
|
Re: [TF2] The Amplifier
Can it now be approved?
|
Re: [TF2] The Amplifier
Quote:
jarate is now 23 onfire 21 overheal 22 healing 20 crit-a-cola 19 EDIT: and to those of you who want to 'balance' out the amp, use "amplifier_condition 19" |
Re: [TF2] The Amplifier
Quote:
|
| All times are GMT -4. The time now is 14:16. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.