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Posts Made By:
CapnDev
Forum:
VSH / Freak Fortress
07-02-2015, 23:58
Replies:
3,020
FF2
Freak Fortress 2 1.10.14 Released
Views:
945,552
Posted By
CapnDev
Re: Freak Fortress 2 1.10.5 Released
So the new skins aren't applied with attributes, they are their own separate id's. Yay. :(
Forum:
VSH / Freak Fortress
07-01-2015, 21:16
Replies:
3,020
FF2
Freak Fortress 2 1.10.14 Released
Views:
945,552
Posted By
CapnDev
Re: Freak Fortress 2 1.10.5 Released
http://www.teamfortress.com/gunmettle/powerhouse.php
I imagine that this update is going to break a few things tomorrow.
Forum:
VSH / Freak Fortress
04-06-2015, 16:46
Replies:
155
FF2
[BOSS] Saxton Hale revamp v1.0.5, new moves, no stuns! All new rages and code!
Views:
44,357
Posted By
CapnDev
Re: [BOSS] Saxton Hale revamp BETA v0.9.0, new moves, no stuns! All new rages and cod
Looks awesome, good job! Will definitely play around with it later.
Forum:
Source Servers (SRCDS)
03-31-2015, 18:11
Replies:
22
[TF2]Game Update 3/31/15
Views:
4,573
Posted By
CapnDev
Re: [TF2]Game Update 3/31/15
Yeah, my servers refuse to stay up.
Forum:
VSH / Freak Fortress
01-14-2015, 18:45
Replies:
22
Help I was false banned.
Views:
3,687
Posted By
CapnDev
Re: Help I was false banned.
Not going to happen, at least with how it was written. I did notice your conga time limit plugin earlier today, which handles stopping the taunt more gracefully. I'm now using a bit of that in the...
Forum:
VSH / Freak Fortress
01-14-2015, 13:10
Replies:
22
Help I was false banned.
Views:
3,687
Posted By
CapnDev
Re: Help I was false banned.
I've written a (not very pretty) plugin to block specified taunts, so it's kind of a thing already. :)
Seems Sarysa managed to post before me. We blocked the taunts because people were simply...
Forum:
VSH / Freak Fortress
01-03-2015, 02:51
Replies:
3,020
FF2
Freak Fortress 2 1.10.14 Released
Views:
945,552
Posted By
CapnDev
Re: Freak Fortress 2 1.10.3 Released
In default_abilities.sp, there is this bit of code in the Charge_Teleport() function:
if(GetEntProp(target, Prop_Send, "m_bDucked"))
{
new Float:temp[3]={24.0, 24.0, 62.0}; //Compiler...
Forum:
VSH / Freak Fortress
01-03-2015, 01:57
Replies:
4
[REQ]Team/Hale restriction
Views:
1,234
Posted By
CapnDev
Re: [REQ]Team/Hale restriction
Simple way would be to write a plugin that would set their queue points to zero after points are calculated by the core plugin.
(https://forums.alliedmods.net/showthread.php?t=210797)
Showing results 1 to 8 of 8
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