Raised This Month: $12 Target: $400
 3% 

VSH VSH, old thread (v1.42) - Information/etc.


Post New Thread Closed Thread   
 
Thread Tools Display Modes
MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 07-28-2012 , 18:08   Re: [TF2] VS Saxton Hale Mode
#3151

Nm, I got it.

How the hales are setup every single shot on them is considered a head shot by the counters though it may not show the dialogue when hale is killed. So the bazaar bargain will begin increasing its charge time exponentially as long as you are hitting hale anywhere, including his feet. A sniper with that power could own a hale in a matter of a few minutes. 9k+ damage.

In case anyone else was wondering why it was disabled.
__________________
MUN is offline
MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 07-28-2012 , 18:27   Re: [TF2] VS Saxton Hale Mode
#3152

Next thing!

How does the saxton hale code give out crits to certain weapons, i.e. sniper rifles. I want to add the hitmans heatmaker if possible and give it crits which it doesn't have currently.
__________________
MUN is offline
FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-28-2012 , 20:30   Re: [TF2] VS Saxton Hale Mode
#3153

There's an EDIT button for posts.

1.39c already addressed the Hitman's Heatmaker. All sniper rifles deal near-crit damage regardless of whether they're crit-boosted or not, so no need to do so. Please pay attention.
(Again: I removed crits from sniper rifles but retained their triple damage.)

Also, VSH bosses do seem to have head hitboxes, but they're not reliable (especially for the Vagineer); the Bazaar Bargain was going to have +1 head on 2 or 3 consecutive hits, I believe. Still working on it.
__________________
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.

Last edited by FlaminSarge; 07-28-2012 at 20:33.
FlaminSarge is offline
MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 07-28-2012 , 20:50   Re: [TF2] VS Saxton Hale Mode
#3154

1.39c is the beta correct? If so, is there anyway to get the code for 1.38 or was it a massive rewrite?


Quote:
Originally Posted by FlaminSarge View Post
There's an EDIT button for posts.

1.39c already addressed the Hitman's Heatmaker. All sniper rifles deal near-crit damage regardless of whether they're crit-boosted or not, so no need to do so. Please pay attention.
(Again: I removed crits from sniper rifles but retained their triple damage.)

Also, VSH bosses do seem to have head hitboxes, but they're not reliable (especially for the Vagineer); the Bazaar Bargain was going to have +1 head on 2 or 3 consecutive hits, I believe. Still working on it.
__________________
MUN is offline
MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-30-2012 , 01:37   Re: [TF2] VS Saxton Hale Mode
#3155

Running some death maps...and after the first round...it is like the map isn't resetting. Specifically, when the 2nd rounds starts, the spawn room doesn't seem to reset for afk'ers, killing or hurting everyone has the arena_preround counts down. Not every map.

So, I wonder if this is a mapping problem or perhaps something to do with VSH/arena and/or server cvars. I have tried a few different changes without any luck. The first round is fine. Anyone?
MaloModo is offline
Diviara27
Senior Member
Join Date: Feb 2010
Old 07-30-2012 , 08:20   Re: [TF2] VS Saxton Hale Mode
#3156

Guys, how do you create new abilities for hale like teleport,give weapon,weigh down,super jump, on rage give weapon, in this kind of version? I tried looking at the code but I can't find what part to add. Can somebody help?
__________________
Just some random links to random plugins,mods,etc.

Freak Fortress 2

VS Saxton Hale

Adding more soon.

Gentlemen?

Diviara27 is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 07-30-2012 , 09:40   Re: [TF2] VS Saxton Hale Mode
#3157

Quote:
Originally Posted by Diviara27 View Post
Guys, how do you create new abilities for hale like teleport,give weapon,weigh down,super jump, on rage give weapon, in this kind of version? I tried looking at the code but I can't find what part to add. Can somebody help?
Somewhere in the HaleTimer near line 3559 for rages or 3248 (in 1.39c) for jump/charged teleport, and you'd have to write the code for it. For instance, line 3280-3369 is for Hale/Vagineer/CBS's jump and HHH's teleport.

Of course, if you plan on adding lots of new boss abilities (and new bosses) you're using the wrong plugin and you know it.
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 07-30-2012 at 09:44.
Powerlord is offline
Diviara27
Senior Member
Join Date: Feb 2010
Old 07-31-2012 , 01:54   Re: [TF2] VS Saxton Hale Mode
#3158

Quote:
Originally Posted by Powerlord View Post
Somewhere in the HaleTimer near line 3559 for rages or 3248 (in 1.39c) for jump/charged teleport, and you'd have to write the code for it. For instance, line 3280-3369 is for Hale/Vagineer/CBS's jump and HHH's teleport.

Of course, if you plan on adding lots of new boss abilities (and new bosses) you're using the wrong plugin and you know it.
Thanks Powerlord for the advice. I'm adding a new hale, where do I put the teleport ability,its weapon,sounds, and the boss?
__________________
Just some random links to random plugins,mods,etc.

Freak Fortress 2

VS Saxton Hale

Adding more soon.

Gentlemen?


Last edited by Diviara27; 07-31-2012 at 04:42.
Diviara27 is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 07-31-2012 , 14:44   Re: [TF2] VS Saxton Hale Mode
#3159

Sarge, i'd to report that there's an exploit regarding huntsman taunt and hale

When the sniper does the taunt and repeats (spams) it, hale either cannot punch or fight back in anyway possible, even when using rage.

Also, Gunslinger engineer needs a slight buff since the minisentry isn't powerful against hale.
__________________
nergal is offline
FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-31-2012 , 17:16   Re: [TF2] VS Saxton Hale Mode
#3160

Seems like a pretty dumb Hale to get trapped in that.

Minisentries are plenty powerful, particularly with minicrits.

1.39c is up-to-date for everything, and 1.38 had more bugs than 1.39c.
__________________
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.

Last edited by FlaminSarge; 07-31-2012 at 17:17.
FlaminSarge is offline
Closed Thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 17:23.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode