Raised This Month: $32 Target: $400
 8% 

[TF2] Huntsman Hell (v1.7.2, 2014-04-04)


Post New Thread Reply   
 
Thread Tools Display Modes
Rob2021
Junior Member
Join Date: Mar 2014
Old 03-31-2014 , 19:14   Re: [TF2] Huntsman Hell (v1.7.1, 2013-09-01)
Reply With Quote #111

Aw that sucks
Rob2021 is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 04-02-2014 , 00:58   Re: [TF2] Huntsman Hell (v1.7.1, 2013-09-01)
Reply With Quote #112

Quote:
Originally Posted by Rob2021 View Post
I love this plugin, but there's a glitch when you switch from shooting a fire arrow to melee.

If you shoot a fire arrow and switch to melee too fast while the arrow is still on fire a huge error list of these pop up in the console:

Model '(null)' doesn't have attachment 'muzzle' to attach particle system 'v_flaming_arrow' to.

The most annoying part about it though is the sound. It makes a huge buzzing sound until you switch back to your bow. This is a huge problem if you run out of arrows because it will make the ear raping error sound until you get ammo for your bow

Can you please fix this?
con_filter_enable 1
con_filter_text "doesn't have attachment"
Something like that
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-04-2014 , 17:39   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #113

I just noticed I never updated the first post with 1.7.2.

Also, in case anyone is wondering, this plugin should work with the Fortified Compound without any changes .
__________________
Not currently working on SourceMod plugin development.
Powerlord is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-19-2014 , 17:37   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #114

Fire Huntsman in Air now has a plugin version that has a cvar to disable it. I highly recommend it for any multi-mod servers.
__________________
Not currently working on SourceMod plugin development.
Powerlord is offline
killjoy64
AlliedModders Donor
Join Date: Apr 2012
Location: 81.773644,-46.933594
Old 07-24-2014 , 23:17   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #115

when i play on ctf_2fort and there is a medic round, after a team captures 3 intel, its still a medic round. Is this supposed to happen or is there a way so that after a team gets 3 captures or time runs out it switches, unless its randomly a medic round again?
__________________
killjoy64 is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 07-25-2014 , 01:46   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #116

Quote:
Originally Posted by killjoy64 View Post
when i play on ctf_2fort and there is a medic round, after a team captures 3 intel, its still a medic round. Is this supposed to happen or is there a way so that after a team gets 3 captures or time runs out it switches, unless its randomly a medic round again?
Hmm... it should re-roll the medic round chance at the start of every round.

I've been sick this week, so it might be a bit before I have a chance to investigate this.
__________________
Not currently working on SourceMod plugin development.
Powerlord is offline
killjoy64
AlliedModders Donor
Join Date: Apr 2012
Location: 81.773644,-46.933594
Old 07-25-2014 , 19:03   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #117

Ok, feel better mate
__________________
killjoy64 is offline
killjoy64
AlliedModders Donor
Join Date: Apr 2012
Location: 81.773644,-46.933594
Old 08-09-2014 , 20:06   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #118

Quote:
Originally Posted by Powerlord View Post
Hmm... it should re-roll the medic round chance at the start of every round.

I've been sick this week, so it might be a bit before I have a chance to investigate this.
Any update?
__________________
killjoy64 is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-12-2014 , 11:27   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #119

Quote:
Originally Posted by killjoy64 View Post
Any update?
I'd forgotten about this.

However, once I started looking for it, I found the bug in about 10 seconds.

Turns out there's a logic error in round end. Rather than doing a medic round check on round end if the plugin was enabled, it was doing a medic round check if the plugin was disabled. Meaning that only the map start check actually was running...

Try this version instead. It will report as Huntsman Hell 1.7.3. It also contains some minor changes for Opt-in Multimod integration, but since that's not actually compiled in by default...
Attached Files
File Type: sp Get Plugin or Get Source (huntsman-hell.sp - 67 views - 31.0 KB)
File Type: smx huntsman-hell.smx (18.3 KB, 62 views)
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 08-12-2014 at 11:28.
Powerlord is offline
BostonJake
New Member
Join Date: Nov 2014
Old 11-09-2014 , 10:37   Re: [TF2] Huntsman Hell (v1.7.2, 2014-04-04)
Reply With Quote #120

It looks like when I load the plugin, everything works fine except the medic and the sniper do not have their health boosts.
BostonJake is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:31.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode