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[TF2] tNoUnlocksPls v0.4.8 (2013-02-10)


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SlimeCounty
SourceMod Donor
Join Date: Jun 2011
Old 07-26-2012 , 14:47   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #241

Quote:
Originally Posted by Powerlord View Post
Is there any reason you're using this plugin with VSH/FF2? These mods do a lot of their own weapon manipulation already.
He's probably trying to block deadringers or something similar, we talked about that on our FF2 server, but decided just to cope with the Hide n Seekers.
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babaj
Member
Join Date: Sep 2011
Old 07-26-2012 , 15:51   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #242

I block certain weapons on maps dr in VSH

я блокирую некоторое оружие на dr картах в VSH
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kitsunechao
Junior Member
Join Date: Aug 2012
Old 08-08-2012 , 12:41   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #243

I want to Players use weapons on my server, but if they don't have them, to make them look like they got them, I'll change their attributes a bit though:
Scout: Shortstop, Cleaver, Sandman
Soldier: Rocket Launcher, Shotgun, Shovel
Pyro: Degreaser, Shotgun, Axtinguisher
Demoman: Loch'n'load, Chargin'Targe, Scotsman Skullcutter.
Heavy: Minigun, Shotgun, Eviction Notice.
Engineer: Shotgun, Pistol, Wrench, PDA's
Medic: Crossbow, Nothing, Amputator.
Sniper: Sniper Rifle, SMG, Bushwacka.
Spy: Ambassador, Knife, Cloak'n'Dagger, Sapper

Is it possible?

Last edited by kitsunechao; 08-08-2012 at 14:12.
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Mariano
Member
Join Date: May 2009
Location: Poland / Silesia
Old 09-25-2012 , 18:11   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #244

Plugin works perfect, but i found some error in log:

Code:
L 09/26/2012 - 00:02:54: [SM] Displaying call stack trace for plugin "tNoUnlocksPls.smx":
L 09/26/2012 - 00:02:54: [SM]   [0]  Line 291, tNoUnlocksPls.sp::LoadWeaponConfig()
L 09/26/2012 - 00:02:54: [SM]   [1]  Line 109, tNoUnlocksPls.sp::OnConfigsExecuted()
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 09-25-2012 , 18:12   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #245

Quote:
Originally Posted by Mariano View Post
Plugin works perfect, but i found some error in log:

Code:
L 09/26/2012 - 00:02:54: [SM] Displaying call stack trace for plugin "tNoUnlocksPls.smx":
L 09/26/2012 - 00:02:54: [SM]   [0]  Line 291, tNoUnlocksPls.sp::LoadWeaponConfig()
L 09/26/2012 - 00:02:54: [SM]   [1]  Line 109, tNoUnlocksPls.sp::OnConfigsExecuted()
You missed out the actual error.
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dylstew
Senior Member
Join Date: Jul 2011
Old 10-06-2012 , 09:39   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #246

Can you please add a remove hats cvar?(disabled by default)
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rowedahelicon
Senior Member
Join Date: Feb 2011
Location: The Observatory
Old 10-29-2012 , 10:35   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #247

Quote:
Originally Posted by asherkin View Post
You missed out the actual error.

L 10/29/2012 - 09:286: [SM] Native "SetTrieValue" reported: Invalid Handle 0 (error 4)
L 10/29/2012 - 09:286: [SM] Displaying call stack trace for plugin "tNoUnlocksPls.smx":
L 10/29/2012 - 09:286: [SM] [0] Line 291, tNoUnlocksPls.sp::LoadWeaponConfig()
L 10/29/2012 - 09:286: [SM] [1] Line 109, tNoUnlocksPls.sp::OnConfigsExecuted()
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Thrawn2
Veteran Member
Join Date: Apr 2009
Old 10-29-2012 , 12:39   Re: [TF2] tNoUnlocksPls v0.4.7 (2012-10-29)
Reply With Quote #248

Updated to 0.4.7
  • Fixed parsing for nested and multiple prefabs
  • Also fixed this: Native "SetTrieValue" reported: Invalid Handle 0 (error 4)
  • Long overdue language update
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Cowabanga
BANNED
Join Date: Nov 2012
Old 11-04-2012 , 10:34   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #249

Quote:
Originally Posted by dylstew View Post
Can you please add a remove hats cvar?(disabled by default)
I second this.
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pasketi
New Member
Join Date: Nov 2012
Old 11-15-2012 , 16:50   Re: [TF2] tNoUnlocksPls v0.4.7 (2012-10-29)
Reply With Quote #250

I just tried your plugin and it's working fine. I still had one problem:
I got a Carbonado Botkiller Stickylauncher. After I've held it once (or used demoman) every single weapon on every single class is suddenly a Carbonado botkiller. It was funny at first, but when the viewmodel of the robot head was right in front of mine when using certain weapons (like SMG), I decided to inform you about this problem.

Cheers.

PS. something to think about:
Quote:
Bad sequence (1 out of 1 max) in GetSequenceLinearMotion() for model 'weapons/c_models/c_smg/c_smg.mdl'!
in server on weapon change to smg.

Last edited by pasketi; 11-15-2012 at 16:52. Reason: More info
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