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[TF2] Spell casting!


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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 11-23-2013 , 03:02   Re: [TF2] Spell casting!
Reply With Quote #41

Quote:
Originally Posted by Extent View Post
Hello,

When I spawn the Skeletons on my own custom map they don't move at all, but when I change it to a TF map that came with TF2 it works fine.

Would you know how to fix this? This also happens with bots too.
sv_cheats 1
nav_generate
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Extent
Junior Member
Join Date: Feb 2013
Old 11-23-2013 , 10:02   Re: [TF2] Spell casting!
Reply With Quote #42

Last question.

I want it so my admins only have access to this not people that donate.
If I put flag "b" It says they don't have access to this command but yet, if that is taken away they can't do !votekick or anything. With flag "b" They can do !votekick and do spells.
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dotexe
Senior Member
Join Date: Aug 2013
Old 11-23-2013 , 12:07   Re: [TF2] Spell casting!
Reply With Quote #43

Quote:
Originally Posted by Extent View Post
Last question.

I want it so my admins only have access to this not people that donate.
If I put flag "b" It says they don't have access to this command but yet, if that is taken away they can't do !votekick or anything. With flag "b" They can do !votekick and do spells.
The default flag permission for the spells is the admin generic flag.
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dotexe
Senior Member
Join Date: Aug 2013
Old 11-23-2013 , 12:10   Re: [TF2] Spell casting!
Reply With Quote #44

Quote:
Originally Posted by Dr. McKay View Post
sv_cheats 1
nav_generate
Just a quick question, what exactly does this do? I think it creates a native file, but I don't want to risk turning on sv_cheats so all my players can use noclip, etc.
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avi9526
Senior Member
Join Date: Apr 2013
Location: Ukraine
Old 11-23-2013 , 15:45   Re: [TF2] Spell casting!
Reply With Quote #45

Quote:
Originally Posted by dotexe View Post
Just a quick question, what exactly does this do? I think it creates a native file, but I don't want to risk turning on sv_cheats so all my players can use noclip, etc.
sv_cheats required only to generate navigation file, when done - you can disable it…
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dotexe
Senior Member
Join Date: Aug 2013
Old 11-23-2013 , 20:04   Re: [TF2] Spell casting!
Reply With Quote #46

Quote:
Originally Posted by avi9526 View Post
sv_cheats required only to generate navigation file, when done - you can disable it…
I get this even after sv_cheats is 1
Can't use cheat command nav_generate in multiplayer, unless the server has sv_cheats set to 1.


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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 11-24-2013 , 03:33   Re: [TF2] Spell casting!
Reply With Quote #47

Quote:
Originally Posted by dotexe View Post
I get this even after sv_cheats is 1
Can't use cheat command nav_generate in multiplayer, unless the server has sv_cheats set to 1.


You need to run it on the server console. Also make sure that you don't have any plugins (like SMAC) that lock sv_cheats to 0.
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dotexe
Senior Member
Join Date: Aug 2013
Old 11-24-2013 , 12:28   Re: [TF2] Spell casting!
Reply With Quote #48

Quote:
Originally Posted by Dr. McKay View Post
You need to run it on the server console. Also make sure that you don't have any plugins (like SMAC) that lock sv_cheats to 0.
Ah, it was smac that was blocking it. Alright thanks for the help!!
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 02-05-2014 , 16:14   Re: [TF2] Spell casting!
Reply With Quote #49

Anyway to add a timer b/w casting spells?
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avi9526
Senior Member
Join Date: Apr 2013
Location: Ukraine
Old 02-06-2014 , 16:37   Re: [TF2] Spell casting!
Reply With Quote #50

Quote:
Originally Posted by MaloModo View Post
Anyway to add a timer b/w casting spells?
is this what you want?
https://forums.alliedmods.net/showth...95#post2064895
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