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[TF2] Be the Horsemann (06/11/2013, v1.4)


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FlaminSarge
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Join Date: Jul 2010
Old 10-28-2012 , 11:51   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #261

Use XP's link above for anything related to the Horsemann not being OP.
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Last edited by FlaminSarge; 10-28-2012 at 11:51.
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 10-28-2012 , 12:38   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #262

edited, its working now with latest sourcemod and items

Last edited by BBG_Theory; 10-30-2012 at 21:24.
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umekemesik
Junior Member
Join Date: Jul 2012
Old 10-29-2012 , 20:01   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #263

Quote:
Originally Posted by FunkyLoveCow View Post
Did you ever get a Be Monoculus plugin working, Sarge?
His works well, you just can't disconnect while monoculous. When my Admins use it, no problems. When I make everyone Monoculous I have about five minutes before server crash.
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megamike360
Junior Member
Join Date: Nov 2012
Old 11-10-2012 , 16:11   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #264

Hey, I was wondering, is there any way to take away the resistance and give him normal HP?

I'm using the boss battles plugin and I would like to make players the horseman with an appropriate amount of health. (Since the plugin automatically gives them thousands, the resistance makes the horseman impossible to kill).
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-13-2012 , 00:00   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #265

I'll be updating this with more stuff soon, as well as releasing Be Merasmus and Be Monoculus (or at least, what I could get working of those).
However, until that time, I can't say what will happen. Sorry for the wait, but it's necessary.
__________________
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.
FlaminSarge is offline
RonanZer0
Member
Join Date: Aug 2012
Old 11-26-2012 , 17:16   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #266

Will the axe be visible if I have the unusual headtaker? I have it on my tf2 account so it will show up when I be him correct?
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 11-26-2012 , 17:17   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #267

Quote:
Originally Posted by RonanZer0 View Post
I have it on my tf2 account so it will show up when I be him correct?
Nope.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 12-27-2012 , 09:24   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #268

there is an issue with bethehorseman /betherobot plugins available together.
If someone becomes the horseman, then they type !robot, then hit the supply locker, they still have the super abilities of the HHH
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 01-25-2013 , 19:27   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #269

Ok I'm still seeing an issue here with this but when I'm the horsemann as the demo to have the motions of the swing of axe etc... if I call for medic it has the Demo voice saying medic and its not scaring anyone.

Any idea why?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 01-29-2013 , 01:34   Re: [TF2] Be the Horsemann (05/04/2012, v1.3)
Reply With Quote #270

It's not getting the sound hook. Is it possible that some other plugin is already hooking the sound and changing it to one that isn't being picked up?
__________________
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.
FlaminSarge is offline
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