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[TF2] Deathrun v1.2.1


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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 05-18-2014 , 01:19   Re: [TF2] Deathrun v1.2.1
Reply With Quote #121

Quote:
Originally Posted by Huntereb View Post
Not even a hint of interest? I guess I need to remove it from my mod list for a little while then...
Oh well sorry
I'm just having big issues with stuff right now
- Latest Engine Update Broke My Community Servers (Thanks Volvo )
- Final Weeks Of School (Need to fix some marks)

I guess it's better to stick to FF2 Deathrun for a little while
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Last edited by Oshizu; 05-18-2014 at 01:23.
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Huntereb
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Join Date: Jul 2012
Old 05-18-2014 , 14:57   Re: [TF2] Deathrun v1.2.1
Reply With Quote #122

Quote:
Originally Posted by Oshizu View Post
I guess it's better to stick to FF2 Deathrun for a little while
No thanks, FF2 deathrun is a huge fucking hassle.
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Huntereb
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Join Date: Jul 2012
Old 05-24-2014 , 22:07   Re: [TF2] Deathrun v1.2.1
Reply With Quote #123



My peeps want this bad.
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Huntereb
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Old 06-17-2014 , 22:59   Re: [TF2] Deathrun v1.2.1
Reply With Quote #124

They still do.
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Jacob The Scout
New Member
Join Date: Jun 2014
Old 06-29-2014 , 17:40   Re: [TF2] Deathrun v1.2.1
Reply With Quote #125

I have a problem where I have it on a dr map and everyone's playing but no one of us can respawn did I do something wrong?
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hamza47sohail
Senior Member
Join Date: Jan 2014
Old 07-03-2014 , 15:14   Re: [TF2] Deathrun v1.2.1
Reply With Quote #126

Yes we need this ASAP please.
FF2 is just too much of a hassle.
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Leonardo 25
Junior Member
Join Date: Aug 2014
Location: Brazil
Old 08-06-2014 , 09:03   Re: [TF2] Deathrun v1.2.1
Reply With Quote #127

Quote:
Originally Posted by Oshizu View Post
Description:
- Blue Team = Death
- Red Team = Runners
- Works almost same Like Deathrun from CS:S

Maps:
- All Deathrun maps that have blue as death, red as runners and tf_logic_arena should work fine
- Tested Gamemode on this map Industrial

Installation:
- Optional: Install Game Description Override plugin.
- Place deathrun.smx in : addons/sourcemod/plugins
- Change Map

Cvars:
- sm_deathrun_outlines (Default 0) - Allows Runners To Be Seen Throught Walls in outline for Death
- sm_deathrun_melee_only (Default 0) - Players have only melee weapons if cvar is enabled

Changelog:
v1.0 - First Release
Code:
v1.0.1 - Added Game Description
v1.1 - Gamemode Is Stable and playable
v1.1.1 - Enginner gets back Build and Destroy PDA tools but without possiblity to build anything with them. Spy gets his invisiblity watch back but he can't use it (Thanks to darkname50) for his spy cloak removal code :))
v1.1.2 - Added 2 Cvars, Removed Modified Join Team Messages and More Colors is no longer needed for compiling
v1.1.3 - Scout is now playable again, Removed Scout Allowed Cvar, Scout speed has been changed, Scout Can't do Double Jump
v1.1.4 - Added Melee Only Cvar
v1.1.5 - Added Enable / Disable Cvar | New Bug: Game Description is tempory not working
v1.1.6 - Disabled Demoman shields, Hopefully fixed "Scout Running before Round Start Bug" and fixed bug that would disallow players to double jump as scout when gamemode is disabled
v1.1.6.1 - DONT REMEMBER
v1.1.6.2 - Fixed too much death on this team bug / exploit
v1.1.6.3 - DONT REMEMBER
v1.1.6.4 - Fixed "Client X is not in game" console error msg
v1.2 - Code rewrited most of plugin.
v1.2.1 - Removed Disable / Enable cvar. Map is automaticly enabled on maps vsh_dr, dr_, deathrun_ and disabled on others.

Bugs:
- Currently None

Media:
- I'il add some later

Requires to compile:
- Nothing

Future Plans:
- Add Cvar to choose which team is runners and which death
- Skin for Death. (Planned: Pyro with wraith wrap & last breath)
I think I found a bug in my server .. the same player being the death 3 times.
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JasperLee93
Member
Join Date: Aug 2014
Location: Singapore
Old 08-14-2014 , 10:45   Re: [TF2] Deathrun v1.2.1
Reply With Quote #128

A little problem here.

sm_deathrun_melee_only doesn't work if I place in server.cfg . It would reset to 0 when the map changes.

entering it in rcon works, but would still reset after map change
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RavenShadow
Junior Member
Join Date: Jan 2013
Old 08-14-2014 , 14:28   Re: [TF2] Deathrun v1.2.1
Reply With Quote #129

Hmmm, did you try changing it in the plugin.deathrun.cfg that gets generated in cfg/sourcemod?
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 08-14-2014 , 15:36   Re: [TF2] Deathrun v1.2.1
Reply With Quote #130

Yes, when you use server.cfg to change cvars, keep in mind that on map change, the server executes the server.cfg first, and then every cfg needed by plugins.

You can do two things: comment the sm_deathrun_melee_only 0 line in the deathrun.cfg so you could change with different .cfgs or just delete that line from server.cfg and only edit it in the plugin.deathrun.cfg.
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