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[TF2] Be the Robot (1.3, December 22 2012)


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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 10-23-2012 , 04:28   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #261

Quote:
Originally Posted by Huntereb View Post
And one more thing so I know this will be perfect, the ragdoll that gets exploded outward when you die as the sentry buster, that's gone too?
Right, that! I might have forgotten about it with all the explosion smoke...I'll be sure to fix that, too.
Quote:
Originally Posted by salsav91 View Post
Will the sentry buster be able to jump too? I noticed quickly that he was either too heavy or just completely lacked the ability to jump up onto or over even the smallest of gaps.
Sounds like it's time for another cvar
Quote:
Originally Posted by FlaminSarge View Post
XP, did you check out the popfiles for the Sentry Buster's built-in attributes?
Quote:
Originally Posted by robot_giant.pop
CharacterAttributes
{
"move speed bonus" 2
"damage force reduction" 0.5
"airblast vulnerability multiplier" 0.5
"override footstep sound set" 7
"cannot be backstabbed" 1
}
Oh wow...I don't think I've noticed that before.
If that all works, then it's definitely time to include TF2Items. And if so, giant robots could easily be added
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serpentine
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Old 10-23-2012 , 06:11   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #262

I'm not sure if this has been reported before, but if you become the buster and die, the beeping noise keeps playing until you respawn.
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MasterOfTheXP
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Old 10-23-2012 , 06:12   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #263

Yup, that's been fixed in the next version. For some reason, I wrote the beeping noise to actually play again after the explosion. It sorta worked, though, before I toned his damage up enough to kill himself in one explosion. He would live, and so the beeping would continue.
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Last edited by MasterOfTheXP; 10-23-2012 at 06:13.
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Huntereb
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Join Date: Jul 2012
Old 10-23-2012 , 09:11   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #264

Quote:
Originally Posted by MasterOfTheXP View Post
If that all works, then it's definitely time to include TF2Items. And if so, giant robots could easily be added
Quote:
Originally Posted by MasterOfTheXP View Post
Yup, that's been fixed in the next version. For some reason, I wrote the beeping noise to actually play again after the explosion. It sorta worked, though, before I toned his damage up enough to kill himself in one explosion. He would live, and so the beeping would continue.
Yippy skippy!
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salsav91
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Join Date: Aug 2012
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Old 10-26-2012 , 00:02   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #265

Little bug I would like to point out in case no one has spotted it yet. If the demoman bot does a caber taunt, he will spin like a sentry buster and then stop moving till the taunt finishes. Wondering if maybe can force the default robot taunt onto the demoman when he is using the caber but not while he is a sentry buster?

Also updates looking good.. Cant wait to get my hand on it.
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MasterOfTheXP
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Old 10-26-2012 , 06:26   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #266

Quote:
Originally Posted by salsav91 View Post
Little bug I would like to point out in case no one has spotted it yet. If the demoman bot does a caber taunt, he will spin like a sentry buster and then stop moving till the taunt finishes. Wondering if maybe can force the default robot taunt onto the demoman when he is using the caber but not while he is a sentry buster?
Quote:
Originally Posted by MasterOfTheXP View Post
Known issues:
  • You can't be robot as Engineer. Blame Valve.
  • Most voice lines are delayed as Spy. Blame Valve...? Not sure if this is intentional.
  • Demoman's Caber taunt. That is all.
It would indeed be nice if you could selectively change his taunt,though. I mean, we could spawn a prop_dynamic of him while he's taunting to "change" his taunt...but that method is extremely hacky to me.

In other news...I stood up longer than I wanted to, waiting for the TF2 update...and then, after I finally went to sleep, they posted that the update's today. Great.

BeTheZombie confirmed, though
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Last edited by MasterOfTheXP; 11-06-2012 at 15:00.
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Huntereb
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Old 10-26-2012 , 08:58   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #267

Quote:
Originally Posted by MasterOfTheXP View Post
BeTheZombie confirmed, though
I assumed so, I can't wait for tonight! Too bad it's probably going to break everything related to Freak Fortress 2, with my luck at least.
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Inflikted
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Old 10-26-2012 , 10:19   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #268

Quote:
Originally Posted by MasterOfTheXP View Post
BeTheZombie confirmed, though
looking forward to seeing that plugin from you ;)
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MasterOfTheXP
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Old 10-26-2012 , 10:25   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #269

Quote:
Originally Posted by Huntereb View Post
I assumed so, I can't wait for tonight! Too bad it's probably going to break everything related to Freak Fortress 2, with my luck at least.
Freak Fortress 2 SourceMod Every server plugin ever
But from what I've been hearing, MM:S and SM will be updated quickly, due to the binaries already being available with the TF2 Beta.

Quote:
Originally Posted by Inflikted View Post
looking forward to seeing that plugin from you ;)
I'll probably just tack it into Be the Robot, assuming zombies are about the same as robots...similar models with different animations, sounds, and no Engineer.

Sounds...if the zombies have their own sounds...hoo boy. Another 2000 sounds to add to that dreaded stringtable.
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Powerlord
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Old 10-26-2012 , 10:43   Re: [TF2] Be the Robot (1.1, August 21 2012)
Reply With Quote #270

Quote:
Originally Posted by MasterOfTheXP View Post
Freak Fortress 2 SourceMod Every server plugin ever
But from what I've been hearing, MM:S and SM will be updated quickly, due to the binaries already being available with the TF2 Beta.


I'll probably just tack it into Be the Robot, assuming zombies are about the same as robots...similar models with different animations, sounds, and no Engineer.

Sounds...if the zombies have their own sounds...hoo boy. Another 2000 sounds to add to that dreaded stringtable.
The Engineer is pictured in the second row of the Zombies picture.
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