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[TF2] Be The Giant Deflector Heavy


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Jaster
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Join Date: Jul 2014
Old 08-12-2014 , 14:14   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #31

Quote:
Originally Posted by Pelipoika View Post
And this plugin uses the unused giant heavy walking sounds
I quite like this giant heavys walking sounds, while the other one is very nice, the player plays foot step sounds to fast to that metal clanking gets annoying after awile so this is a nice refresh.
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kelvin31
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Old 08-13-2014 , 00:28   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #32

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Originally Posted by Pelipoika View Post
Try this:
its work right now, thank you so much
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awesome144
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Old 08-13-2014 , 05:11   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #33

Quote:
Originally Posted by Pelipoika View Post
And this plugin uses the unused giant heavy walking sounds
The footsteps appear to be fine to use in mvm mode as it doesn't flood the console with the message. I should look into these files more. Heavy robot had unused footsteps? Actually great to find a plugin that has the robots with motor/engine sounds, even though for a giant scout it is different. This also has the distorted voice which is a bit low to hear. I still don't know how you got the motor or engine sounds to even work. Also it appears that the minigun you have equipped has both the deflector and minigun sounds played together. Not a big problem though.
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awesome144
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Old 08-13-2014 , 05:17   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #34

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Originally Posted by DeepVoices View Post
You should replace footstep sounds with attribute |override footstep sound set (Im think footstep sounds what you use is unused,outupdated)

Anyway nice plugin.But need MOAR BOTS also change scale to 1.75
The scale for giants are not that big and only certain robots have different sizes like captain punch with 1.9x larger in size.
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Pelipoika
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Old 08-13-2014 , 05:26   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #35

The only reason i use a scale of 1.6 instead of 1.75 or whatever is so that players in my server can get out of spawn without crouching
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awesome144
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Old 08-13-2014 , 05:31   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #36

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Originally Posted by Pelipoika View Post
The only reason i use a scale of 1.6 instead of 1.75 or whatever is so that players in my server can get out of spawn without crouching
Okay but i thought the scales of giant robots except some were just 1.5
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DeepVoices
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Old 08-13-2014 , 09:26   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #37

Okay,okay.But how about a config file for giant bots like: Health:% Class:% Attributes:"150 ; 1 ; 1 ; 0.5..."
Scale:%.So something like that, creating own bots would be nice.And you dont need add other bots Giant Soldier,Giant Scouts etc.
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Last edited by DeepVoices; 08-13-2014 at 09:28.
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Jaster
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Old 08-13-2014 , 15:47   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #38

Quote:
Originally Posted by DeepVoices View Post
Okay,okay.But how about a config file for giant bots like: Health:% Class:% Attributes:"150 ; 1 ; 1 ; 0.5..."
Scale:%.So something like that, creating own bots would be nice.And you dont need add other bots Giant Soldier,Giant Scouts etc.
A config to make custom giants would be awsome, but idk if he would want to work on that.
If he did, wed need hp,class,attributes,scale and effects attached to the giants like always crit charged.
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awesome144
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Old 08-13-2014 , 16:24   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #39

Quote:
Originally Posted by DeepVoices View Post
Okay,okay.But how about a config file for giant bots like: Health:% Class:% Attributes:"150 ; 1 ; 1 ; 0.5..."
Scale:%.So something like that, creating own bots would be nice.And you dont need add other bots Giant Soldier,Giant Scouts etc.
He made with the engine sounds and they are not the same for each giant
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Powerlord
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Old 08-13-2014 , 16:30   Re: [TF2] Be The Giant Deflector Heavy
Reply With Quote #40

Quote:
Originally Posted by awesome144 View Post
The "override footstep soundset" flood the the server console saying the <mvm giant footstep file> not pre cached.
The precache error is because Valve doesn't precache MvM sounds on non-MvM maps due to how many there are.

Next SM version (1.6.1) has PrecacheScriptSound in the SDKTools extension, which will make that easier to fix if you know which item from resources/game_sounds_mvm.txt it needs. In this case, "MVM.GiantHeavyStep"

It also introduces EmitGameSound / EmitGameSoundToAll which can be used to manually play items from game_sounds files, such as "MVM.GiantHeavyExplodes" when the giant heavy dies...

If these sounds familiar, they were introduced in the (now obsolete) ReadGameSounds extension.
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Last edited by Powerlord; 08-13-2014 at 16:38.
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