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


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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 06-22-2014 , 18:46   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4311

ZeroE, sounds like those have to do with TF2Items.

This plugin's so far due for a rewrite, but nobody wants to do it.
I would try, but I'm busy too. I guess I can slowly inch towards a new update.
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ZeroE
Junior Member
Join Date: Jun 2014
Old 06-25-2014 , 22:03   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4312

it's an invalid mult_dmgself_push_force attribute. Something in the update must have broken it

Last edited by ZeroE; 06-25-2014 at 22:32.
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infi
Member
Join Date: Sep 2013
Old 06-25-2014 , 22:43   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4313

Is there a reason to use this plugin anymore compared to FF2?
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nergal
Veteran Member
Join Date: Apr 2012
Old 06-26-2014 , 10:52   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4314

Quote:
Originally Posted by infi View Post
Is there a reason to use this plugin anymore compared to FF2?
If you're not good/decent at coding, then no.

I keep it as I'm too lazy to port all my bosses and their abilities to FF2.
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eminemxw88
Senior Member
Join Date: Dec 2009
Old 06-26-2014 , 13:37   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4315

Quote:
Originally Posted by ZeroE View Post
it's an invalid mult_dmgself_push_force attribute. Something in the update must have broken it
me too.someone help?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 06-28-2014 , 02:05   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4316

Attribute 58 still seems valid. D'you think Valve just disabled its functionality?

Also, update TF2Items.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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ZeroE
Junior Member
Join Date: Jun 2014
Old 06-28-2014 , 11:03   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4317

We already have the latest version, if this is where it would be:

http://builds.limetech.org/?p=tf2items
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Taz532
Senior Member
Join Date: Jul 2011
Location: Michigan
Old 06-28-2014 , 11:11   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4318

The attribute is still valid, yeah. If you put the attribute on an item it will show up on its text description when you spectate someone using it. Since I really have no idea whats wrong with it though, I was going to try and add the knockback manually. I thought the damageForce vector that the TakeDamage hook would provide that, but if you use TeleportEntity using damageForce as the velocity, you just go flying. Do you know where exactly damageForce comes from, or a better way to do this?

Also I've been told that ff2 is still really buggy so I shouldn't switch over to it. Is that true? I wouldn't be adding a ton of bosses and I can troubleshoot things if its not just completely broken.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 06-28-2014 , 16:17   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4319

Quote:
Originally Posted by Taz532 View Post
The attribute is still valid, yeah. If you put the attribute on an item it will show up on its text description when you spectate someone using it. Since I really have no idea whats wrong with it though, I was going to try and add the knockback manually. I thought the damageForce vector that the TakeDamage hook would provide that, but if you use TeleportEntity using damageForce as the velocity, you just go flying. Do you know where exactly damageForce comes from, or a better way to do this?

Also I've been told that ff2 is still really buggy so I shouldn't switch over to it. Is that true? I wouldn't be adding a ton of bosses and I can troubleshoot things if its not just completely broken.
1.9.3 works fine as I know-no reported bugs. 1.10.0 Betas were fine (up to but not including RC 1)-until I messed with the health system .
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 06-28-2014 , 17:46   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4320

Quote:
Originally Posted by Wliu View Post
1.9.3 works fine as I know-no reported bugs. 1.10.0 Betas were fine (up to but not including RC 1)-until I messed with the health system .
But I fixed health system(has 1 minor derp where garbage strings are being used, blame Wliu)

Last edited by WildCard65; 06-28-2014 at 17:47.
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