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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 09-06-2011 , 14:02   Re: [TF2] VS Saxton Hale Mode
#1881

Quote:
Originally Posted by PMAvers View Post
Yeah, I've gotta agree with this.

Or maybe give the DR a number of hits it can block before it breaks from the stress, like how the demo shields break to absorb a hit.
yes this be a priority if last play is a spy and they have deadringer, they should be switched to cloak and dagger
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Taz532
Senior Member
Join Date: Jul 2011
Location: Michigan
Old 09-06-2011 , 15:07   Re: [TF2] VS Saxton Hale Mode
#1882

Quote:
Originally Posted by Phoenixf129 View Post
Ever thought of blocking the LAST person from using dead ringer if they are a spy? Its kinda BS that the last person can DR then go hide and continue to do this, extends the round longer than it should be.
He glows.

I personally like how you can do that as a spy because a good hale is not going to allow many stabs.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-06-2011 , 16:48   Re: [TF2] VS Saxton Hale Mode
#1883

Quote:
Originally Posted by mehmetali View Post
yes, our server multimod
but arena and vsh maps with sm_dodgeball_enabled "0"



As a last resort to try it
mehmetali: even with sm_dodgeball_enabled 0, it messes with randomizer weapon switching. I have the feeling that it does the same here.

@ Deadringersuggestion: Maybe, but if it IS the last person, that TFCond_Buffed glow really breaks it. Plus, a good hale always prioritizes, whether he picks engineers or medics or spies first.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-07-2011 , 02:10   Re: [TF2] VS Saxton Hale Mode
#1884

Alright, 1.363 update. Only the .sp and .smx changed. http://dl.dropbox.com/u/9948007/VSH_1.363.zip
Code:
1) Fixed a queue point exploit (VoiDeD is mean)
2) HHH has backstab/death sound now
3) First rounds are normal arena
-- Some weapon replacements still apply!
-- Teambalance is still off, too.
4) Fixed arena_ maps not switching teams occasionally
-- After 3 rounds with a team, has a chance to switch
-- Will add a cvar to keep Hale always blue/force team, soon
5) Fixed pit damage
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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mehmetali
Senior Member
Join Date: Jan 2010
Location: Turkey
Old 09-07-2011 , 06:11   Re: [TF2] VS Saxton Hale Mode
#1885

Quote:
Originally Posted by FlaminSarge View Post
mehmetali: even with sm_dodgeball_enabled 0, it messes with randomizer weapon switching. I have the feeling that it does the same here.

I'll try disable exts and plugin

plugin disable succesfully

If disable tfdb exts = crashed server

aWw
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 09-07-2011 , 11:31   Re: [TF2] VS Saxton Hale Mode
#1886

Quote:
Originally Posted by mehmetali View Post
I'll try disable exts and plugin

plugin disable succesfully

If disable tfdb exts = crashed server

aWw
I went through the whole dodgeball extension thing and screwing with other gametypes etc. I went with this dodgeball plugin which does not reguire and extension. Works on same maps with tfdb prefix. I suggest you try it as well.

http://forums.alliedmods.net/showthr...ight=dodgeball

PS I also remember had some problems with tf2items and dev branches...switching to stable releases helped significantly. I just can't recall exactly what it is
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Jstn7477
Senior Member
Join Date: Mar 2011
Location: Florida, USA
Old 09-07-2011 , 13:04   Re: [TF2] VS Saxton Hale Mode
#1887

Quote:
Originally Posted by MaloModo View Post
I went through the whole dodgeball extension thing and screwing with other gametypes etc. I went with this dodgeball plugin which does not reguire and extension. Works on same maps with tfdb prefix. I suggest you try it as well.

http://forums.alliedmods.net/showthr...ight=dodgeball

PS I also remember had some problems with tf2items and dev branches...switching to stable releases helped significantly. I just can't recall exactly what it is
That's what I use on my multimod server, no problems.

Haven't played on my server in a while, but I'm going to install 1.363 and see how it runs.
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nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 09-07-2011 , 15:59   Re: [TF2] VS Saxton Hale Mode
#1888

Quote:
Originally Posted by FlaminSarge View Post
Alright, 1.363 update. Only the .sp and .smx changed. http://dl.dropbox.com/u/9948007/VSH_1.363.zip
Code:
1) Fixed a queue point exploit (VoiDeD is mean)
2) HHH has backstab/death sound now
3) First rounds are normal arena
-- Some weapon replacements still apply!
-- Teambalance is still off, too.
4) Fixed arena_ maps not switching teams occasionally
-- After 3 rounds with a team, has a chance to switch
-- Will add a cvar to keep Hale always blue/force team, soon
5) Fixed pit damage

maybe on the next release you can make this a cvar? i understand why you did it, but i dont think alot of people who play on my server will.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-07-2011 , 20:00   Re: [TF2] VS Saxton Hale Mode
#1889

I was getting a consistent bug somewhere where the first round was bugged anyways (Hale had normal health, etc) so I did this. I'll see if I get it anymore with a few bugfixes I'm trying out.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 09-08-2011 , 05:44   Re: [TF2] VS Saxton Hale Mode
#1890

Plz, make translations for Music options, Voice options.
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