Raised This Month: $ Target: $400
 0% 

FF2 Freak Fortress 2 1.10.14 Released


Post New Thread Reply   
 
Thread Tools Display Modes
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 01-02-2015 , 11:03   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1481

Quote:
Originally Posted by Otokiru View Post
Bump~
In my experience, multiple plugins that modify items tend to not play well together.

Of course, on top of that there's the 15 attribute limit on items.
__________________
Not currently working on SourceMod plugin development.
Powerlord is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 01-02-2015 , 12:00   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1482

You need to read in the attributes and rebuild them if you are using multiple plugins to modify tf2items.
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 01-02-2015 , 18:38   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1483

I thought I should bring this to attention

If you ever go offline, your que points are ignored, bots will always take your turn
__________________
Plugins|Profile
Requests closed

I'm a smartass by nature, get used to it
xXDeathreusXx is offline
CapnDev
Junior Member
Join Date: Oct 2014
Location: Texas
Old 01-03-2015 , 02:51   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1484

In default_abilities.sp, there is this bit of code in the Charge_Teleport() function:
PHP Code:
if(GetEntProp(targetProp_Send"m_bDucked"))
{
     new 
Float:temp[3]={24.024.062.0};  //Compiler won't accept directly putting it into SEPV -.-
     
SetEntPropVector(clientProp_Send"m_vecMaxs"temp);
     
SetEntProp(clientProp_Send"m_bDucked"1);
     
SetEntityFlags(clientGetEntityFlags(boss)|FL_DUCKING);
     
CreateTimer(0.2Timer_StunBossbossTIMER_FLAG_NO_MAPCHANGE);

Changing the SetEntityFlags() call to this:
PHP Code:
SetEntityFlags(clientGetEntityFlags(client)|FL_DUCKING); 
Seems to have fixed the bug where bosses with the charge_teleport ability are not affected by environmental damage/lifts/teleporters after teleporting to a crouched player.

Last edited by CapnDev; 01-03-2015 at 02:52.
CapnDev is offline
Benoist3012
Veteran Member
Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 01-03-2015 , 07:03   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1485

Hi, I have found bug it's on the server Uberpirate if we holding the dead ringer and a boss deal a damage on we died instantaneously
__________________
Benoist3012 is offline
93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 01-03-2015 , 11:57   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1486

Quote:
Originally Posted by Benoist3012 View Post
Hi, I have found bug it's on the server Uberpirate if we holding the dead ringer and a boss deal a damage on we died instantaneously
1.10.4? I'm getting the bug on 1.10.4
__________________
93SHADoW is offline
Send a message via AIM to 93SHADoW Send a message via Skype™ to 93SHADoW
Wliu
Veteran Member
Join Date: Apr 2013
Old 01-04-2015 , 10:17   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1487

Quote:
Originally Posted by CapnDev View Post
In default_abilities.sp, there is this bit of code in the Charge_Teleport() function:
PHP Code:
if(GetEntProp(targetProp_Send"m_bDucked"))
{
     new 
Float:temp[3]={24.024.062.0};  //Compiler won't accept directly putting it into SEPV -.-
     
SetEntPropVector(clientProp_Send"m_vecMaxs"temp);
     
SetEntProp(clientProp_Send"m_bDucked"1);
     
SetEntityFlags(clientGetEntityFlags(boss)|FL_DUCKING);
     
CreateTimer(0.2Timer_StunBossbossTIMER_FLAG_NO_MAPCHANGE);

Changing the SetEntityFlags() call to this:
PHP Code:
SetEntityFlags(clientGetEntityFlags(client)|FL_DUCKING); 
Seems to have fixed the bug where bosses with the charge_teleport ability are not affected by environmental damage/lifts/teleporters after teleporting to a crouched player.
Oh boy, thanks for that. Must have missed it when converting everything from client<-->boss.
__________________
~Wliu
Wliu is offline
Nightlauncher
Junior Member
Join Date: May 2014
Old 01-04-2015 , 13:21   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1488

I was wondering if anyone else has the problem of attribute: "On hit: target is marked for death" not working.
I have this problem on both v1.10.2 and v1.10.3. Even the Fan O' War isn't doing its job in the arena round.
Nightlauncher is offline
BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 01-04-2015 , 18:12   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1489

Hey Wliu, happy new year to you and again a big thanks for all your dedication to FF2 last year

I discovered a simple bug in the current build with the FF2 Panel being misaligned with functions and I think it needs to look like:

Code:
public Action:FF2Panel(client, args)
{
 if(!Enabled2 || !IsValidClient(client, false))
  return Plugin_Continue;
 SetEntPropFloat(client, Prop_Send, "m_flCloakMeter", 0.8);
 new Handle:panel=CreatePanel();
 decl String:s[256];
 SetGlobalTransTarget(client);
 Format(s,256,"%t","menu_1");
 SetPanelTitle(panel, s);
 Format(s,256,"%t","menu_3");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_7");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_4");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_5");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_8");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_9");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_9a");
 DrawPanelItem(panel, s);
 Format(s,256,"%t","menu_6");
 DrawPanelItem(panel, s);
 SendPanelToClient(panel, client, FF2PanelH, 9001);
 CloseHandle(panel);
 return Plugin_Handled;
}
+++ removing menu_2

Last edited by BBG_Theory; 01-04-2015 at 18:12.
BBG_Theory is offline
Otokiru
Senior Member
Join Date: Apr 2012
Old 01-04-2015 , 22:35   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1490

Quote:
Originally Posted by Powerlord View Post
In my experience, multiple plugins that modify items tend to not play well together.

Of course, on top of that there's the 15 attribute limit on items.
Quote:
Originally Posted by friagram View Post
You need to read in the attributes and rebuild them if you are using multiple plugins to modify tf2items.
hmmm okay, thanks~
Otokiru 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 21:16.


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