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[TF2] The Amplifier


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RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 07-18-2010 , 21:06   Re: [TF2] The Amplifier
Reply With Quote #131

works ok on my server
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Eggman
Senior Member
Join Date: Jan 2010
Old 07-19-2010 , 05:40   Re: [TF2] The Amplifier
Reply With Quote #132

If Amplifier does not work on your server YOU MUST REFRESH SOURCEMOD.
AMP didn't work on my server with old sourcemod. Amp was fixed after refresh SM on server.

Last edited by Eggman; 07-19-2010 at 06:22.
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psychonic

BAFFLED
Join Date: May 2008
Old 07-19-2010 , 09:01   Re: [TF2] The Amplifier
Reply With Quote #133

@Eggman

Please increase your MP define by one. TF2 can have 33 players (source tv can be kicked to make an extra slot).
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 07-19-2010 , 19:12   Re: [TF2] The Amplifier
Reply With Quote #134

Is it possible that:
http://forums.alliedmods.net/showthread.php?p=1234359

Can be implemented in this plugin by request? Currently, using these 2 plugins will mess with each other and it is possible that the amplifier can be used as a repair node as well. Would be great to have both under 1 plugin.
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FrozenHaxor
Senior Member
Join Date: Jun 2009
Location: Poland
Old 07-20-2010 , 06:08   Re: [TF2] The Amplifier
Reply With Quote #135

New Engineer's shotgun is not getting critical, probably cause of it's revenge crit system.

Well... Critical effect is affecting it only for a veeery short time - it ends up flickering
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 07-20-2010 , 06:10   Re: [TF2] The Amplifier
Reply With Quote #136

Quote:
Originally Posted by FrozenHaxor View Post
New Engineer's shotgun is not getting critical, probably cause of it's revenge crit system.

Well... Critical effect is affecting it only for a veeery short time - it ends up flickering
Yea, that seems to happen with a lot of crit plugins. Does this weapon even get a correct crit after a won round?
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FrozenHaxor
Senior Member
Join Date: Jun 2009
Location: Poland
Old 07-20-2010 , 07:29   Re: [TF2] The Amplifier
Reply With Quote #137

Quote:
Originally Posted by FF|Skyrider View Post
Does this weapon even get a correct crit after a won round?
Yep it does well, guess we need to obtain a new way of applying crits
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Eggman
Senior Member
Join Date: Jan 2010
Old 07-20-2010 , 07:45   Re: [TF2] The Amplifier
Reply With Quote #138

1)Do anyone know how to add Engineer's revenge crits?

2)Bad news: dispenser can not be movable after change model =( I think i will add console command to move AMP.
Interesting, Repair Node is movable...will see...

3)I will try make Amplifier doesn't conflict with Repair node

4)Coming soon new plugin...

Last edited by Eggman; 07-20-2010 at 08:04.
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BillHicks
New Member
Join Date: Apr 2010
Old 07-20-2010 , 09:20   Re: [TF2] The Amplifier
Reply With Quote #139

Quote:
Originally Posted by Eggman View Post
1)Do anyone know how to add Engineer's revenge crits?
SetEntProp(client, Prop_Send, "m_iRevengeCrits", int);

Last edited by BillHicks; 07-20-2010 at 09:24.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 07-20-2010 , 17:48   Re: [TF2] The Amplifier
Reply With Quote #140

Quote:
Originally Posted by FF|Skyrider View Post
Is it possible that:
http://forums.alliedmods.net/showthread.php?p=1234359

Can be implemented in this plugin by request? Currently, using these 2 plugins will mess with each other and it is possible that the amplifier can be used as a repair node as well. Would be great to have both under 1 plugin.
Actually, I almost have that done....
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