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Search: Posts Made By: xerox_i_
Forum: VSH / Freak Fortress 05-30-2014, 15:44
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

1.9.3 for me causes errors on console
Forum: VSH / Freak Fortress 05-28-2014, 15:09
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

sometimes server crashes on round end i'm using 1.9.0 version
Forum: VSH / Freak Fortress 05-13-2014, 14:56
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

wliu plz remove the crits for boss "ff2_crits 0" dont work with tauntcrits
Forum: Source Servers (SRCDS) 05-06-2014, 13:26
Replies: 0
Views: 221
Posted By xerox_i_
[TF2]Server Crashing!

hello everyone my server is crashing usually after 24hours online with that:

PreMinidumpCallback: updating dump comment

no errors on logs

can anyone help? my server is running on linux
Forum: Plugins 04-03-2014, 11:26
Replies: 598
Views: 308,339
Posted By xerox_i_
Re: [TF2] TF2Attributes (v1.1.1, 08/27/2013)

yeah i have read but i dont understand i'm noob on scripting
Forum: Plugins 04-02-2014, 11:33
Replies: 598
Views: 308,339
Posted By xerox_i_
Re: [TF2] TF2Attributes (v1.1.1, 08/27/2013)

i got error 035 "argument type mismatch <argument 1>"

and how i can print the weapon names into a menu?

example: if i'm using heavy print their 3 weapons into a menu
Forum: Plugins 04-01-2014, 09:28
Replies: 598
Views: 308,339
Posted By xerox_i_
Re: [TF2] TF2Attributes (v1.1.1, 08/27/2013)

FlaminSarge how i can apply attributes on weapons trough the code? i'm trying but getting "undefined symbol" on tf_weapon_scattergun



TF2Attrib_SetByDefIndex(tf_weapon_scattergun, 2, 2.0);
Forum: Plugin/Gameplay Ideas and Requests 03-30-2014, 03:21
Replies: 1
Views: 243
Posted By xerox_i_
[REQ]Coder For Private plugins!

hey everyone i'm looking for a coder to do private plugins paying in tf2 keys!

add me on steam: http://steamcommunity.com/profiles/76561198074668581
Forum: VSH / Freak Fortress 03-16-2014, 12:28
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.9.0 Released

"ability6"
{
"name" "rage_matrix_attack"
"arg0" "-1"
"arg1" "0.1"
"arg2" "0.2"
"arg3" "0.1"
"plugin_name" "ff2_1st_set_abilities"
}
Forum: VSH / Freak Fortress 03-15-2014, 20:03
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.9.0 Released

sir Wliu can i change the time of slowmo of ninja spy??
Forum: TF2Items 03-15-2014, 07:30
Replies: 12
Views: 9,570
Posted By xerox_i_
Re: Making Australium and Killstreak weapons

ofc to australium works on stock weapons you need it strange or renamed and remove the * and put the id of a stock weapon renamed/strange
Forum: TF2Items 03-09-2014, 21:35
Replies: 12
Views: 9,570
Posted By xerox_i_
Forum: VSH / Freak Fortress 03-07-2014, 18:28
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

tested and working perfectly on my linux servers thx you!
Forum: VSH / Freak Fortress 03-05-2014, 14:50
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

yeah keep up the good work the next beta will be the last?
Forum: TF2Items 03-05-2014, 14:49
Replies: 11
Views: 4,322
Posted By xerox_i_
Re: How to make mediguns give kritz and mega heal?

i will try later my pc broke right now i cant test anything and i cant play but soon i will test
Forum: TF2Items 03-04-2014, 11:14
Replies: 12
Views: 9,570
Posted By xerox_i_
Making Australium and Killstreak weapons

ofc its too easy to make this working australium attrib its:

2027 ; 1
2022 ; 1
542 ; 1

Apply this to your weapons and have fun!

to make killstreaks its
Forum: TF2Items 03-04-2014, 10:55
Replies: 11
Views: 4,322
Posted By xerox_i_
Re: How to make mediguns give kritz and mega heal?

k them the attrib to change weapon modes in the most causes its additive u can try this:

18 ; 1

231 ; 1
Forum: VSH / Freak Fortress 03-04-2014, 10:45
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

its easy put the smx inside "plugins" folder and the txt inside "translations" folder and run/restart your server :D

the plugin isn't mine all credits go to Eggman
Forum: VSH / Freak Fortress 03-04-2014, 07:07
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

yeah thx for the info :D

talking about the code i found this on sp:

if(BossCrits)
{
Format(attributes, sizeof(attributes), "68 ; 2.0 ; 2 ;...
Forum: VSH / Freak Fortress 03-03-2014, 17:03
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

i mean if have a way to add new attrib as default to all hales weaps

and what do you mean, "It should"? its working or you dont know?
Forum: VSH / Freak Fortress 03-02-2014, 13:28
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

sir Wliu this version of ff2 is working on Debian?

EDIT: one last thing can you attach the attribute to no crit boost? to ff2 weapons? i use tauntcrits here and bosses get crits on pre-round
Forum: TF2Items 02-20-2014, 22:37
Replies: 11
Views: 4,322
Posted By xerox_i_
Forum: VSH / Freak Fortress 02-20-2014, 22:30
Replies: 8
Views: 908
Posted By xerox_i_
Re: Is 1.9.0 worth it? and Stable?

i use 1.9.0 atm and for me works very well no bugs very stable for the moment is the best choice
Forum: VSH / Freak Fortress 02-20-2014, 22:25
Replies: 3,016
Views: 615,131
Posted By xerox_i_
Re: FF2 1.0.8 Released (and 1.9.0 betas)

sir Wliu whats happened to FlareJumps and Mantreads? have anyways to fix these 2 things?
Forum: TF2Items 02-20-2014, 16:48
Replies: 11
Views: 4,322
Posted By xerox_i_
Re: How to make mediguns give kritz and mega heal?

u dont need a plugin u can do this on tf2items_weapons.txt
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