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[TF2] Freak Fortress 2


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MaloModo
Veteran Member
Join Date: Aug 2008
Old 09-02-2012 , 01:33   Re: [TF2] Freak Fortress 2
#2601

Quote:
Originally Posted by Otokiru View Post
iirc i seen a config with sound_backstab somewhere b4... You can try that, but if it doesn't plays means its broken... lol
Pretty sure it is "sound_stabbed" and is working. Have it set on a few freaks. I believe FF2 Saxton hale config at first didn't have backstab sound/trigger and was implemented later. There is a config somewhere posted in this thread which uses stabbed trigger and shows which sounds. Can't remember what sounds went with hale backstab and if packaged by default, but would be easy enough to add them to config if sure of what sounds you want to use.

case 7: //1.05
{
DrawPanelText(panel, "1) Added FF2_OnLoadCharacterSet forward.");
DrawPanelText(panel, "2) Added \"hidden\" key for charsets.");
DrawPanelText(panel, "3) Added \"sound_stabbed\" key for characters.");
DrawPanelText(panel, "4) Mantread stomp deals 5x damage to Boss.");
DrawPanelText(panel, "5) Minicrits will not play loud sound to all players");
DrawPanelText(panel, "6-11) See next page...");
}

Last edited by MaloModo; 09-02-2012 at 01:48.
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Otokiru
Senior Member
Join Date: Apr 2012
Old 09-02-2012 , 02:11   Re: [TF2] Freak Fortress 2
#2602

Quote:
Originally Posted by DanK. View Post
Also, what happened to game info? It now says Team Fortress, not Freak Fortress 2 (1.06~)
Opps... Looks like my laziness of adding the in-game changelog causes that...
Any other error log to report on 1.06e? Cause i'm planning to release 1.06f later on today.


Other minor errors found and will be fixed in 1.06f:
Code:
freak_fortress_2.sp::checkFirstHale()
Native "GetEntProp" reported: Entity XXX (XXX) is invalid
For dev's
Spoiler
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 09-02-2012 , 02:24   Re: [TF2] Freak Fortress 2
#2603

Thank you very much for the confirmation/information.
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KitsunePl
New Member
Join Date: Sep 2012
Old 09-02-2012 , 06:35   Re: [TF2] Freak Fortress 2
#2604

Hello, I've got one issue with freak fortress 2. When Any heavy has G.R.U. equipped he has boost of speed even when he's not using it. Also Huntsman has only 1 arrow, and can't reload, and restore ammo.
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Otokiru
Senior Member
Join Date: Apr 2012
Old 09-02-2012 , 06:42   Re: [TF2] Freak Fortress 2
#2605

Quote:
Originally Posted by KitsunePl View Post
Hello, I've got one issue with freak fortress 2. When Any heavy has G.R.U. equipped he has boost of speed even when he's not using it. Also Huntsman has only 1 arrow, and can't reload, and restore ammo.
Which tf2items u're using, try using the latest snapshots: http://vphysics.limetech.org/?project=tf2items
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 09-02-2012 , 07:52   Re: [TF2] Freak Fortress 2
#2606

http://wiki.teamfortress.com/wiki/Li...tem_attributes

So weapons have attributes you can set this way:

"attributes" "" //Additional attributes of boss' melee weapon like "attribute1 ; value1 ; attribute2 ; value2" . For example, "40 ; 1" is hidden "no crit" attribute.

Does the wiki page I linked there match to this? If not, how do I know these attributes? I think it doesn't considering 40 is zoom speed for snipers.
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Last edited by Chdata; 09-02-2012 at 07:53.
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DanK.
oink oink oink >:|
Join Date: Sep 2011
Location: Phoenix AZ
Old 09-02-2012 , 14:06   Re: [TF2] Freak Fortress 2
#2607

Errors:
Code:
L 09/02/2012 - 00:27:58: [SM] Plugin encountered error 25: Call was aborted
L 09/02/2012 - 00:27:58: [SM] Native "ThrowError" reported: Client 3 is not in game
L 09/02/2012 - 00:27:58: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 09/02/2012 - 00:27:58: [SM]   [0]  Line 55, C:\srcds\Saxtoner testserver\orangebox\tf\addons\sourcemod\scripting\include\colors.inc::CPrintToChat()
L 09/02/2012 - 00:27:58: [SM]   [1]  Line 1863, freak_fortress_2.sp::checkFirstHale()
Thats all i see in my error logs so far, but then again i was using a faulty .ff2 plugin. Might have more later.
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realwx
Member
Join Date: May 2012
Old 09-02-2012 , 18:08   Re: [TF2] Freak Fortress 2
#2608

Quote:
Originally Posted by Otokiru View Post
Opps... Looks like my laziness of adding the in-game changelog causes that...
Any other error log to report on 1.06e? Cause i'm planning to release 1.06f later on today.


Other minor errors found and will be fixed in 1.06f:
Code:
freak_fortress_2.sp::checkFirstHale()
Native "GetEntProp" reported: Entity XXX (XXX) is invalid
For dev's
Spoiler
One possible solution I've been looking into is just setting LastClass[client] when event_round_active starts as opposed to setting it when they're made a boss, so that it won't try to get their class even when TF2 doesn't know during the teamswitch or "just entering the server" process... and default to whichever class the Hale was if they just came into the server.

I've also been thinking of doing a quick weapon balance fix this week for 1.06 (coding between classes), borrowing off Powerlord's code temporarily until Steell starts on development, since I don't want to interfere with his.
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Last edited by realwx; 09-02-2012 at 18:10.
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Mikejar123
Junior Member
Join Date: Aug 2012
Old 09-02-2012 , 19:54   Re: [TF2] Freak Fortress 2
#2609

I am succesful at installing ff2 but now after the official round starts it disconnects all players / crashes the server with no errors.. hmm Idk whats going on ? This is a fresh install of ff2 as well
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 09-02-2012 , 21:14   Re: [TF2] Freak Fortress 2
#2610

how many bosses?
this sounds like you dont have the latest tf2items extentions
is this windows or Linux?
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