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[TF2] PropHunt Redux (v3.3.3, 2015-07-12)


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Powerlord
Oh Ross.
Join Date: Jun 2008
Location: Seduce Me!
Plugin ID:
3937
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    Plugin Description:
    Old 10-13-2013 , 16:20   [TF2] PropHunt Redux (v3.3.3, 2015-07-12)
    Reply With Quote #1

    TF2Items 1.6.4 or newer is mandatory if you don't want your server crashing.

    Check out the new Server Installation Guide
    It's more in depth than the one in this post.

    PropHunt Redux

    Logo by FacundoCabanne (DeviantArt) who also did the Mann vs. Tank logo

    Hide as a prop from the evil Pyro menace... or hunt down the hidden prop scum.

    This is the continuation of DarkImmortal and Geit's PropHunt 1.93.

    Source Code available on Github. New versions tend to be developed in branches and then merged back into master when they are released.

    Like my work? Now taking donations.

    Requirements:
    • Mandatory: Team Fortress 2 Server, running at least MM:S 1.10.x stable and SM 1.6.3 stable.
    • Mandatory: TF2Items (Link, 1.6.2-270 or newer required)
    • Mandatory: Add Observer Point. Prevents server from crashing if a map has no observer point entities.
    • Mandatory: PropHunt Redux plugin
    • Mandatory (for updates): PropHunt Data Pack (Link or download the attached PHDataPack zip) - Contains translations and map configs
    • Mandatory, one of: PropHunt Map Essentials Pack (Link, FastDL version Link) OR PropHunt Sounds Pack (Link) and individual maps - Contains maps and required sounds
    • Optional, Recommended: SteamTools (Link). PropHunt Redux uses this to set the game description if ph_gamedescription is set to 1.
    • Optional: SteamWorks. An alternative to SteamTools. Not available in PropHunt 3.3.x or below.
    • Optional, Recommended: DHooks (Link: 2.0.x (2.0.3 as of this time) recommended for SM 1.7.x), 1.9.0 recommended for SM 1.6.x). PropHunt Redux uses this to switch teams on round change. Fixes a bug where teams are sometimes spawned in the wrong spawns.This dependency will be removed in PropHunt Redux 3.4.0.
    • Optional: TF2Attributes (Link). Used to allow instant changes of ph_airblast and to block the impact sound if ph_disablefalldamage is set to 1.This dependency will be removed in PropHunt Redux 3.4.0.
    • Optional: Opt-In Multimod isn't yet finished. Its .inc file is attached. This is disabled by default in 3.0.0 and newer.

    Compile Requirements

    If you want to compile your own copy of PropHunt, you need the following files:
    Known Bugs
    • Gscramble: RED players will sometimes appear to not have a prop skin if they were teamswapped by GScramble. This will fix itself when setup time starts. This is on The List™ of things to fix in PropHunt Redux 3.4.0.
    • Conflicts with: Plugins that modify player wearables. Note: This may be fixed now as we completely block wearables for props using TF2Items.
    • Some servers are reporting issues where the round sometimes doesn't start. 3.3.4 fixed one potential cause of this, while 3.4.0.0 will fix another.

    What's new since PropHunt 1.93


    Installation:
    1. Download and install MetaMod: Source and SourceMod if you haven't already. We recommend MetaMod: Source 1.10.4 or newer and SourceMod 1.6.3 or newer.
    2. Download and install TF2Items. We recommend TF2Items 1.6.0 or newer.
    3. Download and install any optional dependencies. We highly recommend installing SteamTools. DHooks is also handy, but not mandatory... and Valve occasionally moves the vtable PropHunt uses around.
    4. Download and extract PHDataPack.
    5. Download either PHResourcePack and extract it, or download the Sounds Pack and specific maps you want to host from the next post. If you have a fast download server, make sure to download the FastDownload versions of the maps as well and put them on your FastDL server.
    6. Ensure your server and arena config are as barebones as possible. (Also check mp_idledealmethod is not set to 1; only 0 and 2 are compatible)
    7. mp_autoteambalance 1 is recommended as PropHunt Redux no longer balances the teams by itself. Alternately, you can use a different team balancer plugin.
    8. Install the attached prophunt.smx plugin.

    Manually Updating


    Cvars:
    • prophunt_redux_version - Version
    • sm_prophunt_stats - Stats Enabled
    • ph_enable - (Default: 1) Enable the plugin
    • ph_propmenu - (Default: 0) 0 to allow anyone with the "propmenu" override ("c" flag by default) to use it; -1 to disallow all access; 1 to allow all users to use it.
    • ph_propreroll - (Default: 0) 0 to allow anyone with the "propreroll" override ("c" flag by default) to use it; -1 to disallow all access; 1 to allow all users to use it.
    • ph_airblast - (Default: 0) Allows players to airblast. Takes effect on round change unless TF2Attributes is present.
    • ph_antihack - (Default: 1) Enabled the PH antihack system. Should be left on unless you have conflicts with other plugins.
    • ph_gamedescription - (Default: 1) Set the game description to PropHunt Redux? Requires SteamTools.
    • ph_preventfalldamage - (Default: 0) Set to 1 to prevent damage from falling. TF2Attributes is not required for this, but it being present will prevent clients from playing the "thwack" sound when they hit the ground.
    • ph_propmenurestrict - (Default: 0) New in 3.1.2. Set to 1 to force manually typed propmenu commands (i.e. "propmenu models/props_gameplay/cap_point_base.mdl") to validate props against the props in the prop menu. Default was 1 in 3.1.2 and 3.1.3.
    • ph_setuplength - (Default: 30) New in 3.2.0. Amount of setup time in seconds. Minimum is 30, maximum is 120 (2 minutes). It is recommended that you use either 30 or 60.
    • ph_propmenuusenames - (Default: 0) New in 3.3.0. If set to 1, displays prop names instead of paths in Prop Menu.
    • ph_multilingual - (Default: 0) New in 3.3.0. If set to 1, prop_common.txt will support multiple languages. Off by default as the default prop_common.txt only contains English.
    • ph_burningblockspropchange - (Default: 1) New in 3.3.0. If set to 1, will block Prop players from changing prop models while on fire. This fixes an issue where changing models removes fire and jarate visual effects.
    Commands:

    • ph_switch - Switches you to RED and respawns. Restricted to admins or users with a ph_switch override.
    • ph_pyro - Switches you to BLU and respawns. Restricted to admins or users with a ph_pyro override.
    • propmenu - Menu to select props between all props available on the map along with pyro and ghost. This command isn't enabled by default.
    • propreroll - Switch to a different random prop. Only usable once per round. This command isn't enabled by default.
    • ph_stats - Bring up the PropHunt Tracked Stats page.

    Changelog:
    Note: The changelog may list beta changes for versions newer than the attachment in this post... a lot of these changes need testing before being made public to avoid breaking things.

    3.3.3 update 1
    • DataPack update
      • Fixed team switch not working after PASS time update.
      • Fixed the Masked Mender not being blocked.

    3.3.3
    • Fixed a crash with DHooks SetWinningTeam that required a code change.
    • New gamedata file to go along with the above fix.
    • New PHDataPack
      • Updated for new weapons.
      • Added configurations for new maps.
      • Updated ph_nightclub configuration for ph_nightclub_v2.

    3.3.2
    • Fixed a bug where propmenu or propreroll would refill a prop player's health.
    • Reworked the Last Prop weapon hiding code to fix timing issues.

    3.3.1
    • ph_propreroll 1 should actually be working. Somehow the fix wasn't present in the 3.3.0 release
    • Recompiled using SourceMod 1.7.1
    • Updated PropHunt DataPack
      • Fixed issue with translation strings on Stats servers.
      • Fixed configuration file sounds for Valve's updates
      • Added files for ph_petitcourtyard, ph_blockfort, ph_bigbutt, and ph_gorge

    3.3.0
    • SourceMod 1.6.3 or newer is now mandatory. This is due to breaking changes Valve made in the Random Number Generator that will force everyone to get the same "random" prop.
    • Removed support for the ReadGameSounds extension. This extension has been deprecated and its functionality is in SDKTools as of SourceMod 1.6.1.
    • Checking for props having weapons starts as soon as Setup starts. This is to deal with timing issues with blocking Prop weapons that occasionally happens.
    • New Canteen/Spellbook blocking code for props. Yes, again. It actually seems to work this time! Now if we could only find out why TF2Items doesn't block them properly...
    • Fixed r_staticpropinfo hack detection not running during Last Prop mode.
    • If a prop had the server's last player index (i.e. player 24 on a 24 player server), they could still take drowning damage. Fixed.
    • Changed more timers to use userids instead of client indexes. Should fix more corner cases where a player disconnects and another player connects and it tries to operate on them instead of the disconnected player.
    • tf_weapon_criticals is now forced off. This is only a cosmetic change as SM 1.5.3+ correctly work with weapon self-damage when random crits are off and we block crit damage anyway.
    • Fixed two Handle leaks.
    • Preliminary support for multi-round maps.
      • Officially, PH supports either 2 or 3 round multi-round maps. 2-round maps will not switch teams until both rounds are played (over four rounds, both teams will hide on each map part once).
      • 3 round maps will continue to switch teams every round.
      • Warning: Arena doesn't reset doors properly on multi-round maps if RED wins by time running out, so make sure you're manually closing doors on round-start (I recommend using a trigger and calling it from all team_control_point_round RoundStart inputs.) (Note: I'm still investigating this)
    • Added ph_burningblockspropchange, an option to block props from changing their prop while they are on fire, jarated, or bleeding. This is because these effects are not shown on players after a model change. This defaults to on.
      • Prop Menu will not close if it is used and blocked by this command. This means the user can immediately use it again when they stop burning/bleeding/dripping.
      • I'm sure some players will complain about this change just like they did about the removal of the new scattergun.
    • New map config file option: setup. Not required. This can be set to anything between 30 and 120. It will override the ph_setuplength cvar for the current map. Going lower than 30 or higher than 120 will make PropHunt use the ph_setuplength cvar instead. This is intended for larger maps that may need more hiding time, but remember that it's pretty boring just standing around waiting...
    • ph_propmenu 1 and ph_propreroll 1 now work properly again without having to use overrides for them. (This is done by manipulating the overrides system for the propmenu and propreroll commands directly.) I recommend using these values, because they show up in...
    • New command: ph_settings / ph_config. Player command to show a player the current server's PropHunt configuration. Shows up in the console for the server console, shows up as a menu when used by a user (any button exits).
      • if ph_propmenu or ph_propmenu is set to 0, players will be shown whether they have access to it or not.
    • New cvar: ph_propmenuusenames. This updates the Prop Menu with the names of the props instead of their model path. Off for compatibility reasons by default.
    • New cvar: ph_multilingual. Defaults to 0. If set to 1, will support additional languages in prop_common.txt. This is used in the "You are now disguised as" prompt and the Prop Menu list if ph_propmenuusenames is set to 1.
      • WARNING: This adds an additional Handle for each item in prop_common.txt (somewhere around 250), so don't enable if you have plugins that use a lot of Handles as the server has a hard maximum of 16535.
      • This uses the same format as Translations do.
      • "name" is treated the same as "en" for backwards compatibility. prop_common.txt currently uses "name" so that the updated file will continue to work on PHRedux 3.0 and newer.
      • It will fall back to the server language if a user is using a language not present, then back to English if the server language isn't present.
      • Any languages Sourcemod supports can be added to it with the appropriate language code.
    • DHooks: Fix for TF2 sometimes unloading the GameRules object when only 0-1 players were left on the server. We check at round start to see if we're hooked.
    • Fix for Prop Reroll Override sometimes not being reset when the value of ph_propreroll was changed from 1 back to 0 or -1.
    • Slight changes for Opt-in Multimod support.
    • Updated PropHunt DataPack
      • The Fortified Compound has its damage adjusted to match the Huntsman.
      • The Classic is stripped, just like all sniper rifles.
      • The Back Scatter is replaced with the stock scattergun.
      • Other weapons have been added to the config file with appropriate damage adjustments.
      • ph_crater no longer has a bad prop in its prop list.
      • ph_nightclub config file added. This is the v1 version.
      • ph_campsite config file added.
      • ph_harvest_event lost its health kit and ammo kit props. This is because holidays and Pyrovision change those models around on real maps.
      • A lot of missing props have been added to prop_common.txt.



    3.x Changelog


    2.x Changelog


    1.x Changelog



    Special Thanks
    :

    • DarkImmortal - For creating the original TF2 plugin this is based on
    • Bluepanther - Providing the Original Inspiration to code this.
    • Geit - Official PropHunt Goat, Technical support during semi-private beta, PR, Mapping guru
    • LordVader! - The First Non-GM provider of PropHunt.
    • Jocker - Italian Translation
    • Asherkin - Maker of both TF2Items and SteamTools
    • All the communities that help us test changes.
    • All the Map Makers out there who make this game mode possible.
    • And sorry to anyone we've forgotten - many little copy+paste snippets have gone into PropHunt.

    And to help the forum search engine: prophunt prop hunt hide and seek hidenseek hide 'n seek


    The necessary stats.inc for global statistics and prophunt.smx with statistics compiled in are available on request to trustworthy communities. Contact Geit for more information.
    Attached Files
    File Type: smx prophunt.smx (60.6 KB, 442 views)
    File Type: sp Get Plugin or Get Source (prophunt.sp - 306 views - 137.8 KB)
    File Type: inc optin_multimod.inc (2.6 KB, 580 views)
    File Type: txt tf2-roundend.games.txt (134 Bytes, 156 views)
    File Type: txt prophunt.phrases.txt (4.8 KB, 258 views)
    File Type: zip prophunt-redux-3.3.3.zip (165.0 KB, 398 views)
    File Type: zip PHDataPack-2015-09-10.zip (52.0 KB, 326 views)
    __________________
    So long and thanks for all the fish.

    Last edited by Powerlord; 11-10-2015 at 13:20. Reason: Shorten the first post considerably
    Powerlord is offline
    Powerlord
    Oh Ross.
    Join Date: Jun 2008
    Location: Seduce Me!
    Old 10-13-2013 , 16:23   Maps and such
    Reply With Quote #2

    Modifying weapons

    Weapons are controlled by addons/sourcemod/data/prophunt/prophunt_config.cfg

    They are located inside the "items" key.

    Weapons are identified by their item definition indexes.

    The valid keys for each item are:
    • "name" - This is the item's given name.
    • "item_name" - The translation phrase used for the item's name. This key is not currently used.
    • "propername" - 1 if the "name" field is the item's printable name. This key is not currently used.
    • "damage_hunters" - Multiply a weapon's damage by this amount. In-game example is "0.8" on the backburner, which lowers it to 80% of normal damage.
    • "self_damage_hunters" - How much damage does a Hunter take from this weapon when they use it? If this isn't present, the default is 10 damage.
    • "removed_hunters" - If set to 1, remove this weapon. Despite the name, this can remove the weapon from Props (for Last Prop mode).
    • "addattribs" - Add attributes to this weapon. Syntax is "attrib ; value ; attrib2 ; value2". values are float values. In-game example: The Panic Attack has "424 ; 0.5" to change its clip size to 3.
    • "replace" - Replace this weapon with a different one. I recommend only replacing the weapon with a stock weapon. Format is "weaponclass:itemdefinitionindex:quality:leve l". In-game example for The Eureka Effect: "tf_weapon_wrench:7:0:1" which replaces it with a stock quality level 1 Wrench.
      • "replace_onlyclasses" - For multi-class weapons, apply a "replace" only to specific classes by adding up these values:
        • Scout: 1
        • Sniper: 2
        • Soldier: 4
        • Demoman: 8
        • Medic: 16
        • Heavy: 32
        • Pyro: 64
        • Spy: 128
        • Engineer: 256
        in-game example is the Reserve Shooter with a value of "64", which replaces it only for Pyro.

    Maps:

    * means the map is included in the PropHunt Map Essentials download.
    Bold text are warnings about the map... many maps with bold text are not recommended.

    Sound Pack - Recommended if you are not using the PropHunt Map Essentials download, as it includes the two sounds used in PropHunt by default.

    2015-07-12 DataPack has config files for all of the following maps.


    New and Updated Maps:
    • 007 Facility (Updated 2015-06-05) (b1 Link) - Marshii
    • BlockFort (New, Updated 2015-06-05) (a2 link) (Configuration file) - Marshii
    • BucketHunt (New, Updated 2015-07-09) (c1 link) (Configuration file) - Marshii - Joke map where most props are metal buckets
    • CampSite (Updated 2015-06-08) (a6 link) - luvedragon
    • Courtyard (Updated 2015-06-05) (v1_7 Link) - Marshii
    • Manor Grounds* (Updated 2015-06-08) (a5 Link) - Valve/YM/Rexy (Modified by luvedragon)
    • Nightclub (Updated 2015-06-05) (v2 link) - Marshii
    • Petit Courtyard (New 2015-06-05) (v1b Link) (Configuration file) - Marshii
    • Redquarters (New to this list 2015-04-29) (a6 link) (Configuration file) - Combatfetus (Modified by Kibblre) - RED reskin of Headquarters, making it easier for props to blend in

    Small Maps:
    • Farm Feud* (b1 Link) - Archanor
    • Lumberyard* (a2 Link) - Valve (Modified by Shinkz)
    • Manor Event (a1 Link) - Valve/YM/Rexy (Modified by Unknown)
    • Maze* (a4 Link) - LabelMaker (Assisted by Geit)
    • Target (final Link) - Valve & DR3AM - Some non-player props are not solid.

    Medium Maps:
    • 007 Facility (b1 Link) - Marshii
    • BlockFort (a2 link) (Configuration file) - Marshii
    • BucketHunt (c1 link) (Configuration file) - Marshii - Joke map where most props are metal buckets
    • CampSite (a6 link) - luvedragon
    • Chapel (rc2 Link) - DR3AM
    • Harvest (v2 Link) - Heyo
    • Harvest Event (a1 Link) - Heyo (Modified by Unknown)
    • Headquarters* (b3 Link) - Combatfetus
    • Hilltop (a2 Link) - Unknown
    • Mountain* (a2 Link) - Austria_Phantom
    • North Ural* (a2 Link) - Flanker (Modified by Shinkz)
    • Petit Courtyard (v1b Link) (Configuration file) - Marshii
    • Range (a3 Link) - Pascal
    • Redquarters (a6 link) (Configuration file) - Combatfetus (Modified by Kibblre) - RED reskin of Headquarters, making it easier for props to blend in
    • Sawmill* (a2 Link) - Valve (Modified by Shinkz)
    • SnowWorks (a3 Link) - Valve, Equinox
    • Spooky Harvest* (a3 Link) - Valve & Unknown
    • Spooky Ravine* (a1 Link) - Valve & Malachi
    • Switcheroo (a4 Link) - insta (Modified by coffeejunky) - Hidden rooms in hard to reach locations may make this map a bit unfair
    • Timbertown* (a3 Link) - Unknown (Modified by Shinkz)
    • Tundra (b5 Link) - Corey_Faure
    • Watch Tower* (a1 Link) - Joshua ‘JoshuaC’ Shiflet (Modified by Shinkz)
    • Watermill (a1 Link) - Loc_n_lol (Modified by Unknown)

    Large Maps:
    • Amazon (a2 Link) - Unknown - Props are largely props that aren't found on the map
    • Basalt* (a2 Link) - S.W.A.T.Y
    • Brawl* (b1 Link) - Jazz
    • Canyon* (a1 Link) - Albatross (Modified by Shinkz)
    • Concord* (b3 Link) - zephyrak
    • Cliff Face* (b1 Link) - gRiMrEaPeRsco
    • Crater (a5 Link) - Equinox
    • Cyberpunk (a3 Link) - Xenon (Modified by Spykodemon and Shinkz) - Doors have issues on this map
    • Desolation* (pb1 Link) - Jamie "Mr. Happy" Lea
    • Devils Canyon* (a1 Link) - Soylent Robot
    • Goldtooth* (a1 Link) - Chuck "Atrocity" Wilson
    • Hanger18* (b7 Link) - Combatfetus
    • Laboratory (rc1 Link) - Z3 3V1L Firefox
    • Kakariko (b1 Link) - Beetle
    • Manor Grounds (a5 Link) - Valve/YM/Rexy (Modified by luvedragon)
    • Nightclub (v2 link) - Marshii
    • Ravage* (b1 Link) - Mehby
    • Redstone* (a2 Link) - Colax
    • Storm* (b1c Link) - Ikem
    • Train Set (a3 Link) - Johnny
    • Warehouse* (b1 Link) - Geit

    Huge Maps:
    • Cargo* (b7 Link) - Combatfetus
    • CC Hotel* (b3 Link) - Beetle - Low ammo and health, has hidden rooms (which are easy to find)
    • Courtyard (v1_7 Link) - Marshii
    • Farm* (a5 Link) - Geit
    • Grassland* (a1 Link) - Mr. Late (Modified by Shinkz)
    • Medieval (a5 Link) - DR3AM - Players can get outside the map under the waterfall
    • Oasis* (a1 Link) - Tyb00 (Modified by Shinkz)
    • Other Side* (a1 Link) - Vincent (Modified by Shinkz)
    __________________
    So long and thanks for all the fish.

    Last edited by Powerlord; 07-12-2015 at 13:59.
    Powerlord is offline
    Fearts
    ferts of daeth
    Join Date: Oct 2008
    Old 10-13-2013 , 16:41   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #3

    Mind explaining the changes you made? Also it looks like you removed a few maps from the download. Any reason for that?
    __________________
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    Powerlord
    Oh Ross.
    Join Date: Jun 2008
    Location: Seduce Me!
    Old 10-13-2013 , 16:43   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #4

    Quote:
    Originally Posted by Fearts View Post
    Mind explaining the changes you made? Also it looks like you removed a few maps from the download. Any reason for that?
    I'm still working on the Changelog. Also, I accidentally linked to the old version of the maps and data files... I've removed the links as I'm uploading new versions of both as I type this.
    __________________
    So long and thanks for all the fish.

    Last edited by Powerlord; 10-13-2013 at 16:43.
    Powerlord is offline
    Powerlord
    Oh Ross.
    Join Date: Jun 2008
    Location: Seduce Me!
    Old 10-13-2013 , 17:33   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #5

    Quote:
    Originally Posted by Fearts View Post
    Mind explaining the changes you made? Also it looks like you removed a few maps from the download. Any reason for that?
    OK, I think I've gotten everything except the BZ2 links up now.

    The main "feature" of Redux is that its weapon change system is a lot more flexible than Prop Hunts is. You can now switch weapons with other weapons, strip a weapon's attributes, add attributes to weapons...

    There are a few other things that got added too, such as the propreroll command (admin-only by default) and incorporating bugfixes that bl4nk had reported in the Prop Hunt thread.

    Still, this version is in need of more widespread testing, hence why it is still labeled beta 2.

    As for maps, arena_desolation got rolled back to pb1 as the communities I've heard from prefer it to rc1. Also, courtyard_v1_5 got added this release.
    __________________
    So long and thanks for all the fish.

    Last edited by Powerlord; 10-13-2013 at 17:40.
    Powerlord is offline
    Fearts
    ferts of daeth
    Join Date: Oct 2008
    Old 10-13-2013 , 17:41   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #6

    I saw you had the options to disable the anti hack system. I think this system is what is stopping me from using Ghost Mode Redux. Is there any way you could just add a work around for this without having to fully disable the system?
    __________________
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    Powerlord
    Oh Ross.
    Join Date: Jun 2008
    Location: Seduce Me!
    Old 10-13-2013 , 17:47   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #7

    Quote:
    Originally Posted by Fearts View Post
    I saw you had the options to disable the anti hack system. I think this system is what is stopping me from using Ghost Mode Redux. Is there any way you could just add a work around for this without having to fully disable the system?
    I'm not what interaction Ghost Mode Redux has with the PH antihack system.

    Really, the only things the PH antihack system does is remove items from RED players... and since 3.0.0 beta 1, it now blocks the r_staticpropinfo client cvar.
    __________________
    So long and thanks for all the fish.

    Last edited by Powerlord; 10-13-2013 at 17:47.
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    Fearts
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    Join Date: Oct 2008
    Old 10-13-2013 , 18:20   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #8

    https://forums.alliedmods.net/showpo...9&postcount=65
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    Join Date: Jun 2008
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    Old 10-13-2013 , 18:21   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #9

    Quote:
    Originally Posted by Fearts View Post
    Oh right... yeah, setting ph_antihack will disable that behavior, but unfortunately, it also disables the anti-r_staticpropinfo stuff.
    __________________
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    Powerlord
    Oh Ross.
    Join Date: Jun 2008
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    Old 10-13-2013 , 18:31   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 2, 2013-10-13)
    Reply With Quote #10

    Ugh, sorry guys. I forgot you'd need optin_multimod.inc to compile this.

    I haven't finished writing / testing that plugin yet, so I just added the .inc file to the first post.
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