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[TF2] Deathrun v1.2.1


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darkname50
Junior Member
Join Date: Nov 2012
Old 11-28-2012 , 03:38   Re: [TF2] Deathrun v1.1
Reply With Quote #11

Quote:
Originally Posted by Oshizu View Post
I think theres no need for that.
Spy have cloak meter full and can't become invisible
His Disguise Kit and Watch are removed
Same goes for engineer ability to build buildings and PDAs (Untested)
Those Code Lines Remove Them:
PHP Code:
 TF2_RemoveWeaponSlot(client3)
 
TF2_RemoveWeaponSlot(client4)
 
TF2_RemoveWeaponSlot(client5
that didn't work
spy can use watch
but my version spy can't use watch

Last edited by darkname50; 11-28-2012 at 07:20.
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ReFlexPoison
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Join Date: Jul 2011
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Old 11-28-2012 , 09:35   Re: [TF2] Deathrun v1.1
Reply With Quote #12

I'd highly suggest keeping this plugin an "introduction" plugin for developers and server owners. Several servers with Deathrun are running custom made release versions that offer a higher amount of 'changes to gameplay' than this one. So, removing weapons may not be the best idea, if you are though, I'd then suggest adding CVar(s) so players can designate using default or custom configs for the mod.

Last edited by ReFlexPoison; 11-28-2012 at 09:36.
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deltadude
SourceMod Donor
Join Date: Mar 2010
Old 12-10-2012 , 17:49   Re: [TF2] Deathrun v1.1.3
Reply With Quote #13

would be nice to have no rocket jumping and automatic moving to team blue.
or at least an idea on what to enter in sourcestripper to enable it on all maps.
also scouts seem to be running before the map starts.
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Last edited by deltadude; 12-10-2012 at 18:08.
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 12-11-2012 , 03:55   Re: [TF2] Deathrun v1.1.3
Reply With Quote #14

hi, I have a few ideas:

1. custom model and sounds for Boss
2. cvar to change the tf_arena_round_time
3. cvar to change the tf_medieval or simple melee mod
4. maybe if player died in first 30 sec. then spawn him on base
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 12-11-2012 , 11:05   Re: [TF2] Deathrun v1.1.4
Reply With Quote #15

Quote:
Originally Posted by XaxaXoxo View Post
hi, I have a few ideas:

1. custom model and sounds for Boss
2. cvar to change the tf_arena_round_time
3. cvar to change the tf_medieval or simple melee mod
4. maybe if player died in first 30 sec. then spawn him on base
1. I'il add custom model and sounds for death soon
2. I'il eventualy add it. For now use sm_cvar tf_arena_round (any number) command
3. I've added this feature in current version of deathrun
4. Not sure about it
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Last edited by Oshizu; 12-11-2012 at 11:18.
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 12-11-2012 , 16:59   Re: [TF2] Deathrun v1.1.3
Reply With Quote #16

Quote:
Originally Posted by XaxaXoxo View Post
hi, I have a few ideas:
4. maybe if player died in first 30 sec. then spawn him on base
everyone would just run asap to the first trap to release it, because you will be respawned anyways...

+ make demoman`s charge targe on/off ?
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guybrush_threepwood
Member
Join Date: Oct 2012
Location: Australia
Old 12-12-2012 , 02:53   Re: [TF2] Deathrun v1.1.4
Reply With Quote #17

i'm using this on my multimod at the moment, but unloading it doesn't seem to disable on map change, how far off are you on making a convar to just enable/disable the mod?
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 12-12-2012 , 13:31   Re: [TF2] Deathrun v1.1.5
Reply With Quote #18

Quote:
Originally Posted by guybrush_threepwood View Post
i'm using this on my multimod at the moment, but unloading it doesn't seem to disable on map change, how far off are you on making a convar to just enable/disable the mod?
I've added enable / disable cvar
But Gamedescription override is not working with current version i'il try to fix it fast as i can
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Last edited by Oshizu; 12-12-2012 at 13:34.
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deltadude
SourceMod Donor
Join Date: Mar 2010
Old 12-12-2012 , 16:29   Re: [TF2] Deathrun v1.1.5
Reply With Quote #19

Any idea why scouts can run before map even starts with this on?
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 12-12-2012 , 17:17   Re: [TF2] Deathrun v1.1.5
Reply With Quote #20

Quote:
Originally Posted by deltadude View Post
Any idea why scouts can run before map even starts with this on?
You mean he can run during arena setup time (Not sure if its called setup time just 10 secounds before round starts when players can't move) or something else?
If its arena setup time i can easily fix it by blocking changing scout speed to be exact to all classes before arena setup ends just tell me if thats the cause
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Last edited by Oshizu; 12-12-2012 at 17:21.
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