Re: Versus Saxton Hale 1.47 - Important Bug Fixes (Last updated 8/04/2014 | 1:05AM CD
Quote:
Also, I should update that post as well since I've done changes. EDIT: I'll add em here. FF2-style SetBoss for vsh servers. Add this code anywhere in the Defines, New Handles etc. PHP Code:
PHP Code:
PHP Code:
PHP Code:
PHP Code:
PHP Code:
|
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
Updated to v1.48
|
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
May i use the 1.48 version with sourcemod 1.6 or don't work like 1.47?
|
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
it won't work with 1.6
Also my bad, I didn't realize sourcemod's "stable" snapshots aren't actually "official releases" of sourcemod updates? It's kind of confusing because the downloads page on sourcemod.net says: These are stable SourceMod packages. For unstable snapshots, see this page instead. And calls 1.6 a "stable" branch and 1.7 unstable. If someone can confirm that those actually are subject to being unstable then I'll work on making vsh compatible with 1.6 again. |
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
Yes the right side is just development branch could you make it compatible with 1.61 final please
|
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
Quote:
It's not compatible with 1.6.0 |
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
1.6.1 has now been officially released. I see no need to make it compatible with 1.6.0 now
|
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
Oh ;p that's recent.
Edit: Going to work on 1.49 soon. Edit: After updating to the official release of 1.6.1 and changing TF2RemoveWeaponslot and TF2RemoveAllWeapons back to the one in tf2_stocks.inc Now botkillers are worse than ever. As soon as you spawn with a botkiller, it'll get stuck on all your non botkiller weapons, as opposed to only having them get stuck when you go from being a player with a botkiller -> being boss -> being player again. Anyone know if it's suppose to work? What causes this bug? If it can be fixed in code? Maybe TF2RespawnPlayer / RegeneratePlayer is messing it up since that gets called a lot during the start of the round and when players spawn? (Reverting to tf2_removeweaponslot2 fixes it at least). Edit: cool i fixed it goodbye headache |
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
Quote:
|
Re: Versus Saxton Hale 1.48 - Important Bug Fixes (Last updated 8/14/2014 | 1:45AM CD
Dunno bout you but tf2_stock's removeweaponslot made things worse for me in vsh.
The problem I was having with going from being player -> the boss -> player was that I forgot to change some AcceptEntityInput "Kill" to TF2RemoveWearable... derp. |
| All times are GMT -4. The time now is 14:22. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.