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[TF2] Deathrun v1.2.1


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darkname50
Junior Member
Join Date: Nov 2012
Old 12-14-2012 , 05:51   Re: [TF2] Deathrun v1.1.5
Reply With Quote #21

wow new version !!
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darkname50
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Join Date: Nov 2012
Old 12-14-2012 , 05:56   Re: [TF2] Deathrun v1.1.5
Reply With Quote #22

you can put it on your script ??

Quote:
SetConVarInt(FindConVar("tf_max_charge_speed" ), 0);
it code can disabled demoman chage.
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 12-15-2012 , 11:28   Re: [TF2] Deathrun v1.1.5
Reply With Quote #23

Quote:
Originally Posted by darkname50 View Post
you can put it on your script ??



it code can disabled demoman chage.
Thanks but i've used RemoveEdict instead of that convar.
| I'il release v1.1.6 in few hours / minutes |
It got released
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Last edited by Oshizu; 12-15-2012 at 11:47.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 12-15-2012 , 12:28   Re: [TF2] Deathrun v1.1.6
Reply With Quote #24

Why not kill off the Demoshield hooked to player_spawn instead of using gameframe?
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Oshizu
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Old 12-15-2012 , 13:13   Re: [TF2] Deathrun v1.1.6
Reply With Quote #25

Quote:
Originally Posted by Chaosxk View Post
Why not kill off the Demoshield hooked to player_spawn instead of using gameframe?
I've didn't thinked about using for it 'player_spawn' before
I'il change it in v1.1.7
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Last edited by Oshizu; 12-15-2012 at 13:13.
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Chaosxk
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Location: Westeros
Old 12-15-2012 , 16:37   Re: [TF2] Deathrun v1.1.6
Reply With Quote #26

Alright, just so you know. When i was writing my deathrun plugin, there were some melee weapons that caused some balanced issues with classes.

- Boston Basher for example would give a player a better jump (e.g meleeing and getting a boost jump)
- I'm not entirely sure, because i did this a few months back but if i remember correctly, the Atomizer gave double jump when tf_scout_air_dash_count was 0. Triple jump if it was 1. Had to block that weapon from being used.
- Equalizer explosion taunt can activate certain traps on certain maps
- Any weapon that causes an explosion effect(e.g rockets/sticky/pipe bombs) can trigger traps on certain maps. The map makers should obviously fix this, but there were many maps that had this problem. So i just blocked the damage.
- Not really a problem but disciplinary effect gives the player a boost.
- Eureka Effect gives engineer the ability to go behind death walls and can hold up the game for a long time.

There's more but this is what i have in my head right now.
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Last edited by Chaosxk; 12-15-2012 at 16:38.
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deltadude
SourceMod Donor
Join Date: Mar 2010
Old 12-15-2012 , 17:06   Re: [TF2] Deathrun v1.1.6
Reply With Quote #27

Any chance this will ever feature an auto team mover so it randomly moves everyone to red and one random to blue and locks the join team?
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 12-15-2012 , 19:28   Re: [TF2] Deathrun v1.1.6
Reply With Quote #28

Quote:
Originally Posted by deltadude View Post
Any chance this will ever feature an auto team mover so it randomly moves everyone to red and one random to blue and locks the join team?
It already does that
Maybe there are some problems with system of team moving ?
I'il checkout that tommorow and i'il see if it works fine or not
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deltadude
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Join Date: Mar 2010
Old 12-15-2012 , 22:47   Re: [TF2] Deathrun v1.1.6
Reply With Quote #29

Well i mean other than having the maps require
All Deathrun maps that have blue as death, red as runners and tf_logic_arena should work fine

Since alot of maps do not : /
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 12-16-2012 , 05:07   Re: [TF2] Deathrun v1.1.6
Reply With Quote #30

Quote:
Originally Posted by deltadude View Post
Well i mean other than having the maps require
All Deathrun maps that have blue as death, red as runners and tf_logic_arena should work fine

Since alot of maps do not : /
You can use Stripper: Source for adding tf_logic_arena and about other teams numbers i'il add cvar for it soon
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