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[TF2] Deathrun v1.2.1


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Bijou
Junior Member
Join Date: Jan 2014
Old 01-24-2014 , 06:39   Re: [TF2] Deathrun v1.2.1
Reply With Quote #91

https://forums.alliedmods.net/showthread.php?t=234034

My Problem... Please help me.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 01-28-2014 , 09:38   Re: [TF2] Deathrun v1.2.1
Reply With Quote #92

Heads up folks

I've started working on v2.0.0
Everything should be fixed in this release

Edit 1:


It is done
I don't have how to test it thought

Edit 2: Stuff's in my post if you want to check if it works
Attached Files
File Type: sp Get Plugin or Get Source (deathrun_fixed_desu.sp - 145 views - 10.8 KB)
File Type: smx deathrun_fixed_desu.smx (13.5 KB, 173 views)
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Last edited by Oshizu; 01-28-2014 at 12:25.
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Trosty
Member
Join Date: Oct 2011
Location: Romania
Old 01-28-2014 , 14:50   Re: [TF2] Deathrun v1.2.1
Reply With Quote #93

an changelog would be good thanks for your work
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Bijou
Junior Member
Join Date: Jan 2014
Old 01-28-2014 , 14:52   Re: [TF2] Deathrun v1.2.1
Reply With Quote #94

Quote:
Originally Posted by Oshizu View Post
Heads up folks

I've started working on v2.0.0
Everything should be fixed in this release

Edit 1:

It is done
I don't have how to test it thought

Edit 2: Stuff's in my post if you want to check if it works

What is the difference?
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 01-28-2014 , 15:10   Re: [TF2] Deathrun v1.2.1
Reply With Quote #95

Same features as v1.2.1
Just coded from scratch to fix all bugs like not working melee only or player's balance not working
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 01-28-2014 , 16:50   Re: [TF2] Deathrun v1.2.1
Reply With Quote #96

We were thinking of switching to FF2 because of the problems we were having with this plugin, so it's nice to see an update! I will test this tonight.

Can I also ask for an "opt out" system to be added? A lot of people don't want to be the activator, so they kill themselves at the start of the round if they are picked. Sometimes this can happen 2 or 3 times in a row.. sometimes more. This feature would be pretty appreciated.
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Mitchell
~lick~
Join Date: Mar 2010
Old 01-28-2014 , 17:26   Re: [TF2] Deathrun v1.2.1
Reply With Quote #97

Quote:
Originally Posted by Oshizu View Post
Heads up folks

I've started working on v2.0.0
Everything should be fixed in this release

Edit 1:


It is done
I don't have how to test it thought

Edit 2: Stuff's in my post if you want to check if it works
I've read through it, i would suggest adding in a queue system of youre own. as of right now it looks like whomever joins blue is the activator, and there is no switching?
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 01-28-2014 , 17:43   Re: [TF2] Deathrun v1.2.1
Reply With Quote #98

Instead of random switching players from red into death, it depends on people who want to be in blue before arena round becomes active
I'il show two examples
1. There are 2 people in blue and rest is in red
- Those guys in blue will stay in blue because they're only ones who wanted to be Death

2. There are 15 people in blue and rest is in red
- Random people will be kept in blue
- When ratio reaches it's limit rest of people will be sent back to red
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Last edited by Oshizu; 01-28-2014 at 17:46.
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Bijou
Junior Member
Join Date: Jan 2014
Old 01-29-2014 , 08:05   Re: [TF2] Deathrun v1.2.1
Reply With Quote #99

deathrun_fixed_desu.smx => engineer can build the sentry, desfenser, teleport...
and scout can double jump. and dont change blue member..
What should i do,..?

Last edited by Bijou; 01-29-2014 at 08:18.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 01-29-2014 , 09:35   Re: [TF2] Deathrun v1.2.1
Reply With Quote #100

Quote:
Originally Posted by Bijou View Post
deathrun_fixed_desu.smx => engineer can build the sentry, desfenser, teleport...
and scout can double jump. and dont change blue member..
What should i do,..?
You didn't read probatly my recent post
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