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


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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 07-24-2013 , 13:59   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3971

@malomodo: The medic uber and the stun from the engy isn't working on the current saxton code.
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Last edited by snelvuur; 07-24-2013 at 13:59.
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MaloModo
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Join Date: Aug 2008
Old 07-24-2013 , 14:12   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3972

Quote:
Originally Posted by snelvuur View Post
@malomodo: The medic uber and the stun from the engy isn't working on the current saxton code.
OK I have looked through source of 1.42 and where the medigun attributes are listed. I see where could add the attribute 18 and recompile? BUT I will just wait to see how everything rolls out if/when tf2items update/valve update.
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ReZy
SourceMod Donor
Join Date: Dec 2012
Old 07-27-2013 , 01:10   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3973

Is there custom weapon attributes for VSH? Like on =PB=

EDIT: Also, i only put VSH, and dependencies in. And server keeps crashing.
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Last edited by ReZy; 07-27-2013 at 01:12.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-28-2013 , 00:15   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3974

The saxtonhale.smx file attached to the first post probably fixes the mediguns, not sure what else...
Give it a go and let me know.
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MUN
Senior Member
Join Date: Jan 2012
Location: Cali
Old 07-28-2013 , 13:45   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3975

I deleted my old config and I see nothing about Baby Face Blaster.

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Sorrowfire
Member
Join Date: Jul 2010
Location: <Missing String>
Old 07-28-2013 , 18:34   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3976

Quote:
Originally Posted by snelvuur View Post
@malomodo: The medic uber and the stun from the engy isn't working on the current saxton code.
To be fair, it's not the fault of the engi's stun failing to go through. It seems to be a lack of stuns fully effecting Hale.

The following create a stun but I can confirm that Hale is still able to attack during said stun
-Baseball Stuns / Full Stuns
-Ghost Stuns
-Sniper & Medic's taunt Stuns
-Plugin Created Stuns
-Stuns endued by the Short Circuit
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nergal
Veteran Member
Join Date: Apr 2012
Old 07-30-2013 , 02:00   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3977

question, how come when I add an unmodified weapon to one of my custom hales, the unmodified weapon's damage is increased 3x?

I gave one boss a normal Scout Bat with a 14% increase in damage, which makes it do 40; in game, the damage increases to 120

Why and how do I stop that?
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Last edited by nergal; 07-30-2013 at 02:01.
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eminemxw88
Senior Member
Join Date: Dec 2009
Old 07-30-2013 , 12:28   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3978

i tried remove other plugins,only keep saxtonhle.smx
my VSH server's SM:MM:tf2items update to latest version snapshot,but still crash.damn.
i dont know where is the error?
im very depressed,somebody help,please!!
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pcquad
Member
Join Date: Jan 2012
Old 07-31-2013 , 04:13   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3979

vsh 1.38 link down
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ReZy
SourceMod Donor
Join Date: Dec 2012
Old 07-31-2013 , 14:28   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3980

Does it matter? 1.42 is the latest.
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