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[TF2] tNoUnlocksPls v0.4.8 (2013-02-10)


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Jyppedi
Junior Member
Join Date: Oct 2013
Location: Nastola, Finland
Old 12-08-2013 , 09:15   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #311

I could use some help with this, im trying to get darwins danger shield and vaccinator banned so i configured tNoUnlocksPls.cfg so every other weapon is "1" and banned weapon have "0" on them, but still this plugin blocks every weapon when i start my server, also i cant get some festive weapons to work.

Please help meeeeeeeeee, im so noob
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Ren3gade
Senior Member
Join Date: Jul 2010
Old 01-06-2014 , 04:22   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #312

[SM] Unable to load plugin "tNoUnlocksPls.vanillaweps.smx": Required extension "UnlockBlock" file("vanillaweps.ext") not running

How do I fix this? :/
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 01-06-2014 , 15:23   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #313

Quote:
Originally Posted by Ren3gade View Post
[SM] Unable to load plugin "tNoUnlocksPls.vanillaweps.smx": Required extension "UnlockBlock" file("vanillaweps.ext") not running

How do I fix this? :/
You can't use the vanillaweps version any more, UnlockBlock hasn't been supported in ages.
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xSpeced
AlliedModders Donor
Join Date: Aug 2013
Old 01-08-2014 , 16:19   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #314

I edited some stuff with the AdminMenu, but I cannot for the life of me find the cfg file besides the plugin.tnounlockpls.cfg in /cfg/sourcemod.

I checked /addons/sourcemod/configs/ as well. No sign on the cvar'ed file.
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Bijou
Junior Member
Join Date: Jan 2014
Old 01-25-2014 , 09:00   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #315

how to do prevent basic weapon(ex- Rocket, Sticky etc) also?
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Boomy
New Member
Join Date: Nov 2013
Old 01-31-2014 , 02:07   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #316

For some reason i cant unlock or Lock Festives in the Admin menu. Please Help! Thanks -Boomy
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Jyppedi
Junior Member
Join Date: Oct 2013
Location: Nastola, Finland
Old 02-09-2014 , 12:10   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #317

Ok, it seems like when you edit plugin.tNoUnlocksPls.cfg (cfg/sourcemod/plugin.tNoUnlocksPls.cfg) and change sm_tnounlockspls_cfgfile "tNoUnlocksPls.cfg" to sm_tnounlockspls_cfgfile "tnounlockspls.cfg" then it will read unlocks / blocks from addons/sourcemod/configs/tnounlockspls.cfg file even if you restart your server there.
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KiRRA
Senior Member
Join Date: Nov 2012
Old 04-19-2014 , 17:28   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #318

G'day!

I am running into an issue recently where it seems that only the Blue team in TF2 is being affected by the tNoUnlocksPls setup that I am currently running. I am using this plugin to strip all non-vanilla flamethrowers from players, and swap in a stock thrower....with the added attribute that player v. player airblasting is disabled. Unfortunately for some odd reason Red team still gets the ability to airblast players but Blue team cannot, yet both teams ARE being stripped of all non-vanilla throwers.

Any ideas what might be causing such an issue to propagate? I am more than happy to provide any and all of my files/coding if it helps in finding the root cause of this issue. Thank you ahead of time to anyone that can shed some light on this issue!
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rocketnine
Junior Member
Join Date: Mar 2013
Old 05-09-2014 , 13:09   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #319

When an engineer re-supplies at spawn manually, or respawns, his buildings are destroyed. Is anyone else experiencing this issue? This is game-breaking so unfortunately I can no longer use this plugin which is critical for running a vanilla server...
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
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Old 05-09-2014 , 17:21   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #320

Quote:
Originally Posted by rocketnine View Post
When an engineer re-supplies at spawn manually, or respawns, his buildings are destroyed. Is anyone else experiencing this issue? This is game-breaking so unfortunately I can no longer use this plugin which is critical for running a vanilla server...
This is an unfortunate side-effect of any plugin that swaps wrenches around.

It would be awesome if someone could figure out where to detour in Valve's code to hijack the item whitelist (which only works in Tournament mode) so we wouldn't need plugins like this in the first place... and I'm saying this as the author of another weapon blocking plugin.

Edit: I wonder if toggling mp_tournament on then calling CEconItemSystem::ReloadWhitelist(void) then turning mp_tournament off would work.
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Last edited by Powerlord; 05-09-2014 at 17:30.
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