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[TF2] Force Halloween


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Powerlord
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Old 09-01-2011 , 09:15   Re: [TF2] Force Halloween
Reply With Quote #11

I may have been a bit hasty in asking for this to be Unapproved. Setting tf_forced_holiday 2 in cp_manor_event.cfg will cause your server to crash as soon as it tries to spawn the Horsemann.
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psychonic

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Old 09-01-2011 , 09:18   Re: [TF2] Force Halloween
Reply With Quote #12

Quote:
Originally Posted by Powerlord View Post
I may have been a bit hasty in asking for this to be Unapproved. Setting tf_forced_holiday 2 in cp_manor_event.cfg will cause your server to crash as soon as it tries to spawn the Horsemann.
The models for the horsemann don't get precached / added to the string table automatically unless it's set before the map loads.
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Powerlord
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Old 09-01-2011 , 09:19   Re: [TF2] Force Halloween
Reply With Quote #13

Quote:
Originally Posted by ltgenkd View Post
Code:
L 08/24/2011 - 13:04:52: SourceMod log file session started (file "L20110824.log") (Version "1.4.0-dev")
L 08/24/2011 - 13:04:52: -------- Mapchange to cp_manor_event --------
L 08/24/2011 - 13:04:53: [GEOIP] GeoIP database info: GEO-106FREE 20110601 Build 1 Copyright (c) 2011 MaxMind Inc All Rights Reserved
L 08/24/2011 - 13:04:53: [TF2_Stats.smx] TF2_Stats connected to MySQL Database!
L 08/24/2011 - 13:05:09: [tfforcehalloween.smx] Loaded/Updated Halloween map list
L 08/24/2011 - 13:05:11: [basecommands.smx] "Console<0><Console><Console>" changed cvar (cvar "mp_waitingforplayers_time") (value "0")
L 08/24/2011 - 13:05:11: [tfforcehalloween.smx] Halloween map detected: cp_manor_event
L 08/24/2011 - 13:11:19: SourceMod log file session started (file "L20110824.log") (Version "1.4.0-dev")
L 08/24/2011 - 13:11:19: -------- Mapchange to cp_manor_event --------
L 08/24/2011 - 13:11:20: [GEOIP] GeoIP database info: GEO-106FREE 20110601 Build 1 Copyright (c) 2011 MaxMind Inc All Rights Reserved
L 08/24/2011 - 13:11:20: [TF2_Stats.smx] TF2_Stats connected to MySQL Database!
L 08/24/2011 - 13:11:26: [tfforcehalloween.smx] Loaded/Updated Halloween map list
L 08/24/2011 - 13:11:27: [basecommands.smx] "Console<0><Console><Console>" changed cvar (cvar "mp_waitingforplayers_time") (value "0")
L 08/24/2011 - 13:11:27: [tfforcehalloween.smx] Halloween map detected: cp_manor_event
L 08/24/2011 - 13:13:22: [tfforcehalloween.smx] Halloween map detected: cp_manor_event
L 08/24/2011 - 13:13:22: [tfforcehalloween.smx] Halloween map detected: cp_manor_event
New logs from new version. No HHH & TF Birthday still active.
Good luck with it.
OK, now that I'm really working on this again, time to start really debugging this.

The "Halloween map detected" bit appearing 3 times implies that the server is doing the holiday check 3 times, and we're sending back that it's the Halloween holiday 3 times. I'm not really sure why you'd still be seeing the birthday thing.

That is, unless Valve was overridding this method in the server code on the 24th, as the 24th was Team Fortress's 15th Birthday.

However, I doubt that was the case, as the method we use to override this can also force Birthday mode, which makes the Birthday Noisemaker useable.
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aeroplane10
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Old 09-02-2011 , 14:57   Re: [TF2] Force Halloween
Reply With Quote #14

Hi Powerlord,
Is there a way to disable the taunt only but leave everything else?
People love the fact that they can use their hats but they hate no being able to use the regular taunt.
I would appreciate any help, thanks!
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Powerlord
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Old 09-02-2011 , 15:28   Re: [TF2] Force Halloween
Reply With Quote #15

Quote:
Originally Posted by aeroplane10 View Post
Hi Powerlord,
Is there a way to disable the taunt only but leave everything else?
People love the fact that they can use their hats but they hate no being able to use the regular taunt.
I would appreciate any help, thanks!
Sadly, I don't enough about TF2's internals to just disable the taunt (if it's even possible).
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aeroplane10
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Old 09-02-2011 , 15:39   Re: [TF2] Force Halloween
Reply With Quote #16

Quote:
Originally Posted by Powerlord View Post
Sadly, I don't enough about TF2's internals to just disable the taunt (if it's even possible).
Is okay buddy, you're still awesome!!!
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jacek2144
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Old 09-19-2011 , 16:45   Re: [TF2] Force Halloween
Reply With Quote #17

Wrong Thread ( i Thought its spawn horsemann thread) Sry

Edit #2

I'm stupid its good thread

Last edited by jacek2144; 09-19-2011 at 17:09.
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Powerlord
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Old 09-19-2011 , 16:47   Re: [TF2] Force Halloween
Reply With Quote #18

Quote:
Originally Posted by jacek2144 View Post
I have an idea how to fix crash on spawn horsemann :

add this to public OnMapStart()

PrecacheModel("models/bots/headless_hatman.mdl");
PrecacheModel("models/weapons/c_models/c_bigaxe/c_bigaxe.mdl");
PrecacheSound("ui/halloween_boss_summon_rumble.wav");
PrecacheSound("vo/halloween_boss/knight_alert.wav");
PrecacheSound("vo/halloween_boss/knight_alert01.wav");
PrecacheSound("vo/halloween_boss/knight_alert02.wav");
PrecacheSound("vo/halloween_boss/knight_attack01.wav");
PrecacheSound("vo/halloween_boss/knight_attack02.wav");
PrecacheSound("vo/halloween_boss/knight_attack03.wav");
PrecacheSound("vo/halloween_boss/knight_attack04.wav");
PrecacheSound("vo/halloween_boss/knight_death01.wav");
PrecacheSound("vo/halloween_boss/knight_death02.wav");
PrecacheSound("vo/halloween_boss/knight_dying.wav");
PrecacheSound("vo/halloween_boss/knight_laugh01.wav");
PrecacheSound("vo/halloween_boss/knight_laugh02.wav");
PrecacheSound("vo/halloween_boss/knight_laugh03.wav");
PrecacheSound("vo/halloween_boss/knight_laugh04.wav");
PrecacheSound("vo/halloween_boss/knight_pain01.wav");
PrecacheSound("vo/halloween_boss/knight_pain02.wav");
PrecacheSound("vo/halloween_boss/knight_pain03.wav");
PrecacheSound("vo/halloween_boss/knight_spawn.wav");
PrecacheSound("weapons/halloween_boss/knight_axe_hit.wav");
PrecacheSound("weapons/halloween_boss/knight_axe_miss.wav");

it should fix the problem
The crashing thing is only an issue if I use cp_manor_event.cfg to try to force halloween mode. If I'm going to write a plugin anyway, I might as well just use the one I've already got.
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Old 10-29-2011 , 00:52   Re: [TF2] Force Halloween
Reply With Quote #19

This plugin doesn't work on SourceMod 1.4 due to a change in the API. I will see about fixing it later.
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Powerlord
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Old 10-31-2011 , 13:24   Re: [TF2] Force Halloween
Reply With Quote #20

This plugin relies on now-deprecated parts of SourceMod.

I wrote a replacement for it named [TF2] Force Holidays that takes into account that all the Holidays can be enabled at once.

The Halloween map list has gone away in that version, but I've fixed support for setting the cvars in a map configuration file (by precaching the Horsemann and Monoculus models/sounds when the correct map is loaded).
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Last edited by Powerlord; 10-31-2011 at 13:26.
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