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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 09-23-2014 , 09:56   Re: [TF2] Resurrection - Respawn in Arena Mode
Reply With Quote #5

Quote:
Originally Posted by pheadxdll View Post
@rob sure, that's a good idea

@powerlord
  1. Fan O' War uses a different condition so no conflict there. GRU and escape plan do use the same condition. The persistent effects from having the weapon out work fine. Holstering the weapon calls AddCond for 2-3s. Since AddCond chooses the longer duration, there's no conflict. The default value of resurrect_time_mfd is 5 seconds which is greater than the after effects for those two weapons anyway.
  2. I do want to make sure the value of tf_arena_round_time on the server is 0. If I didn't, I suppose I would have to catch and remove/hide the new team_round_timer that spawns on arena_round_start. Two timers in the background seems awkward and my plugin offers the same functionality so I'll stick with it.
  3. I did look for phrases and did not find any. Even if they existed, some of them reference the medic healing them and the pyro has no lines so I'll have to code them anyway.
2. I use SendConVarValue in PropHunt Redux to make clients think it has a value when its really set to 0 on the server. Really handy for preventing the timer from overlapping the player count while not actually having the game actually create the arena timer.

3. They're done individually in game_sounds_vo.txt. "spy_mvm_resurrect01", "spy_mvm_resurrect02", etc... except pyro. Which is why I wondered why they didn't have something like "spy_mvm_resurrect" with a rndwave like most other sounds do. Since they don't, it'd have to be done manually anyway. *shrug*
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