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[TF2] Pedobear NPC v2.0.1


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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 09-05-2013 , 12:13   Re: [TF2] Pedobear NPC v1.0.1
Reply With Quote #21

You can override hhh model to anything... Its real easy

This is odd, uses a sprite :/
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Last edited by friagram; 09-05-2013 at 12:15.
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Helvetica
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Old 09-05-2013 , 12:17   Re: [TF2] Pedobear NPC v1.0.1
Reply With Quote #22

I believe the sprite is used so the image can always be facing the player.

Also I was referring more to a menu system rather than just replacing whats already there.
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 09-07-2013 , 19:11   Re: [TF2] Pedobear NPC v1.0.1
Reply With Quote #23

Clients crash on spawn, and below messages is what i could find.

L 09/08/2013 - 01:10:50: [SM] Native "GetEntPropVector" reported: Property "m_vecOrigin" not found (entity 133/instanced_scripted_scene)
L 09/08/2013 - 01:10:50: [SM] Displaying call stack trace for plugin "npc_pedobear.smx":
L 09/08/2013 - 01:10:50: [SM] [0] Line 394, /home/groups/alliedmodders/forums/files/2/1/5/9/5/5/125159.attach::OnGameFrame()
L 09/08/2013 - 01:10:50: [SM] Native "GetEntPropVector" reported: Property "m_vecOrigin" not found (entity 133/instanced_scripted_scene)
L 09/08/2013 - 01:10:50: [SM] Displaying call stack trace for plugin "npc_pedobear.smx":
L 09/08/2013 - 01:10:50: [SM] [0] Line 394, /home/groups/alliedmodders/forums/files/2/1/5/9/5/5/125159.attach::OnGameFrame()
L 09/08/2013 - 01:10:50: [SM] Native "GetEntPropVector" reported: Property "m_vecOrigin" not found (entity 133/instanced_scripted_scene)
L 09/08/2013 - 01:10:50: [SM] Displaying call stack trace for plugin "npc_pedobear.smx":
L 09/08/2013 - 01:10:50: [SM] [0] Line 394, /home/groups/alliedmodders/forums/files/2/1/5/9/5/5/125159.attach::OnGameFrame()
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Oshizu
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Old 09-07-2013 , 20:41   Re: [TF2] Pedobear NPC v1.0.1
Reply With Quote #24

Quote:
Originally Posted by snelvuur View Post
Clients crash on spawn, and below messages is what i could find.

L 09/08/2013 - 01:10:50: [SM] Native "GetEntPropVector" reported: Property "m_vecOrigin" not found (entity 133/instanced_scripted_scene)
L 09/08/2013 - 01:10:50: [SM] Displaying call stack trace for plugin "npc_pedobear.smx":
L 09/08/2013 - 01:10:50: [SM] [0] Line 394, /home/groups/alliedmodders/forums/files/2/1/5/9/5/5/125159.attach::OnGameFrame()
L 09/08/2013 - 01:10:50: [SM] Native "GetEntPropVector" reported: Property "m_vecOrigin" not found (entity 133/instanced_scripted_scene)
L 09/08/2013 - 01:10:50: [SM] Displaying call stack trace for plugin "npc_pedobear.smx":
L 09/08/2013 - 01:10:50: [SM] [0] Line 394, /home/groups/alliedmodders/forums/files/2/1/5/9/5/5/125159.attach::OnGameFrame()
L 09/08/2013 - 01:10:50: [SM] Native "GetEntPropVector" reported: Property "m_vecOrigin" not found (entity 133/instanced_scripted_scene)
L 09/08/2013 - 01:10:50: [SM] Displaying call stack trace for plugin "npc_pedobear.smx":
L 09/08/2013 - 01:10:50: [SM] [0] Line 394, /home/groups/alliedmodders/forums/files/2/1/5/9/5/5/125159.attach::OnGameFrame()
I'il fix stuff in next version of plugin (Possibly tommorow)

Also client crashes may be caused by not precached / not downloaded textures of pedobear
I'il need to check it out
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friagram
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Old 09-08-2013 , 04:47   Re: [TF2] Pedobear NPC v1.0.1
Reply With Quote #25

If a client fails to download a sprite texture they will crash when it is displayed. Unfortunately there is no real way around this... You used to be able to push some unused hl1 texture that would never be used in said game (there are a ton of vmts without vtfs) and it would override that.. So if the client failed to download it, they would atleast have something to fall back to. Not sure with strampipe if this method of overriding client files is still possible, and i wouldn't recommend it.

Use a model.. If it fails to download, they will just see error.
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Oshizu
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Old 09-14-2013 , 17:18   Re: [TF2] Pedobear NPC v2.0
Reply With Quote #26

Pedobear version 2.0 is out
Fixes all bugs, uses new animated sprite and completly hides all notifications related to H.H.H
Don't forget to include new .bz2 and material files on server or clients might r.i.p
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Fearts
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Join Date: Oct 2008
Old 09-15-2013 , 22:02   Re: [TF2] Pedobear NPC v1.0.1
Reply With Quote #27

Quote:
Originally Posted by Fearts View Post
Would be cool if you kind of mixed your plugin with this one: http://forums.alliedmods.net/showthread.php?p=1550563

So I could turn someone into a HHH with pedo bear skin. This way no need for nav mesh and still lulz can be had.

Quote:
Originally Posted by Oshizu View Post
Not hard thing to-do
I might try it tommorow

Would throw you a few bucks if you got this done.
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OddworldCrash
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Join Date: May 2013
Location: Switzerland
Old 10-09-2013 , 17:52   Re: [TF2] Pedobear NPC v2.0
Reply With Quote #28

Please add the pedobear music - Then my life will be complete!
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AeroAcrobat
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Join Date: Apr 2011
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Old 10-09-2013 , 17:59   Re: [TF2] Pedobear NPC v2.0
Reply With Quote #29

Quote:
Originally Posted by OddworldCrash View Post
Please add the pedobear music - Then my life will be complete!

original: http://www.youtube.com/watch?v=jItz-uNjoZA
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Last edited by AeroAcrobat; 10-09-2013 at 18:03.
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 10-14-2013 , 17:09   Re: [TF2] Pedobear NPC v2.0
Reply With Quote #30

Hahahahahahaha. Damn. Nice idea.

https://forums.alliedmods.net/showth...09#post1125309

Quote:
Originally Posted by A Duck
Semicolons at line end or not
I suggest you use :
Code:
#pragma semicolon 1
to make it easier to enforce it.

Also, never pass directly clients to timers. Pass userid/serial id. Same thing for entities. See :

http://docs.sourcemod.net/api/index....d=show&id=402&
http://docs.sourcemod.net/api/index....d=show&id=442&
http://docs.sourcemod.net/api/index....d=show&id=934&
http://docs.sourcemod.net/api/index....d=show&id=935&

I think that's all (I'll have to recheck),

Red
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Last edited by RedSword; 10-14-2013 at 17:10.
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