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Search: Posts Made By: nergal
Forum: Snippets and Tutorials 09-28-2020, 13:09
Replies: 9
Views: 3,175
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

alright, put this code in your cfgmap.inc and test out how it goes:


public int GetBool(const char[] key_path, bool& b, bool simple=true) {
if( this==null ) {
return 0;
}
PackVal...
Forum: Snippets and Tutorials 09-27-2020, 18:21
Replies: 9
Views: 3,175
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

it's not bad but what would I return if there's a failure? I guess I could have it pass something like a reference to a bool and the method itself returns an int.

Another thing is that your method...
Forum: Snippets and Tutorials 09-26-2020, 18:23
Replies: 9
Views: 3,175
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

Sounds good, have it work from a number (1 and 0) or the words 'true' and 'false?
Forum: Snippets and Tutorials 09-24-2020, 14:38
Replies: 9
Views: 3,175
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

I've updated the OP with the latest code and even converted the library into an include file.
I've also provided a tutorial link on all the capabilities of ConfigMap and how to use it.
Forum: VSH / Freak Fortress 08-31-2020, 11:32
Replies: 126
Views: 37,068
Posted By nergal
Forum: Snippets and Tutorials 06-29-2020, 13:55
Replies: 9
Views: 3,175
Posted By nergal
Re: [SP] ConfigMap: StringMap & SMCParser

yes! you gotta compile it with Voice Changer. I also want to add that ConfigMap is loop-friendlier than KeyValues since all you need to do get a specific section and iterate that section, here's an...
Forum: VSH / Freak Fortress 06-04-2020, 21:00
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.16 Dev

that doesn't make sense, VSH2 only teleports a boss if the gamemode manager requires it OR the boss would've taken enough damage that it would kill them in one touch.
Forum: VSH / Freak Fortress 05-08-2020, 14:15
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.16 Dev

did you restart your game and then reconnect?
Forum: Snippets and Tutorials 04-13-2020, 20:43
Replies: 5
Views: 4,495
Posted By nergal
Re: Gedit Syntax Highlighting

back with another updated version.
Special thanks to JoinedSenses for his function regex syntax
Forum: Snippets and Tutorials 04-10-2020, 19:10
Replies: 12
Views: 3,609
Posted By nergal
Re: [SNIPPET] Timers Done Easy (requires SM 1.7+)

After so many years, here's the improved version.
stock void SetPawnTimer(Function func, float thinktime = 0.1, const any[] args, const int len)
{
DataPack thinkpack = new DataPack();...
Forum: VSH / Freak Fortress 03-19-2020, 17:32
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.13 Dev

strange error, that code line doesn't even run in an infinite loop.
Forum: VSH / Freak Fortress 03-09-2020, 15:24
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.13 Dev

in the repository's wiki (https://github.com/VSH2-Devs/Vs-Saxton-Hale-2/wiki/Creating-or-Adding-Bosses-(VSH2-Boss-Subplugin-Tutorial)).
If you need additional/specific help with that, you can PM me.
Forum: VSH / Freak Fortress 03-08-2020, 19:38
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.13 Dev

I don't quite understand the comment. You can use VSH2 without using the VSH1 compatibility plugin. VSH1 Compatibility plugin is only if you have plugins that rely on VSH1's data events. Otherwise...
Forum: Plugin/Gameplay Ideas and Requests 03-06-2020, 12:17
Replies: 2
Views: 625
Posted By nergal
Re: TF2 VSH 2.0 Boss Addon

that link is invalid, here's the link: https://github.com/VSH2-Devs/Vs-Saxton-Hale-2/wiki/Creating-or-Adding-Bosses-(VSH2-Boss-Subplugin-Tutorial)
Forum: VSH / Freak Fortress 02-25-2020, 23:24
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

alright, the ammo and health kit limit has been fixed! Thank you for your patience.
Forum: VSH / Freak Fortress 01-19-2020, 16:43
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

is this on the latest version of vsh2?

vsh2 allows being able to capture the control point without ending the round.
Forum: VSH / Freak Fortress 01-19-2020, 12:24
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

I'm afraid that's not correct. It's something I likely overlooked as I improved the mod over the years. Try putting it at 0 anyway. I will correct the config message for the cvars. Sorry for the...
Forum: VSH / Freak Fortress 01-18-2020, 19:13
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

try setting "vsh2_spawn_ammo_kit_limit_min" and "vsh2_spawn_ammo_kit_limit_max" to 0.
Forum: VSH / Freak Fortress 12-22-2019, 19:33
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.6.12 Dev

Transparent Weapons have been removed from the core plugin and implemented as an add-on plugin.
Reloading boss modules should no longer glitch out the core plugin. I've added a mechanism such so...
Forum: Snippets and Tutorials 11-18-2019, 20:47
Replies: 9
Views: 3,175
Posted By nergal
[SP] ConfigMap: StringMap & SMCParser

presenting ConfigMap which is a StringMap Tree very much similar to KeyValues.

Difference is that it only works with strings as values and stringmaps as sections.


API:

ConfigMap(const...
Forum: VSH / Freak Fortress 10-13-2019, 20:59
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.3.16 Dev

v2.3.0 - v2.3.16 updates

v2.3.1
Changed 'OnItemOverride to return an Action status & added another call at the end of OnGiveNamedItem.
Fixed Handle leak from TF2Items (Bottiger).
Removed less...
Forum: VSH / Freak Fortress 09-16-2019, 18:57
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.2.4 Dev

v2.2.4 update

hotfix correcting the new saxton model not getting his materials.
Forum: VSH / Freak Fortress 09-16-2019, 18:46
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.2.1 Dev

v2.2.3 Update

Changed gunboats to reduce RJ jump damage by 80%
Changed mantreads to give more jump height by 50%
Once again, attempted to fix multi-boss naming. This time successful by setting...
Forum: VSH / Freak Fortress 09-15-2019, 15:31
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.2.1 Dev

v2.2.1 Update

Couple hotfixes for cfg version checking and tf2attribs blocking players from getting weapon changes.
Forum: VSH / Freak Fortress 09-15-2019, 15:17
Replies: 126
Views: 37,068
Posted By nergal
Re: VS. Saxton Hale Version 2 - v2.2.0 Dev

Update V2.2.0 aka VSH2 Revival Update

Changelog:

Removed 'and' + 'or' macros.
Established a commenting & code format standard.
Removed code that was commented-out for years.
Changed alot...
Showing results 1 to 25 of 500

 
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