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[TF2] Freak Fortress 2


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Buzzbrad
Member
Join Date: Jan 2012
Old 04-21-2012 , 17:21   Re: [TF2] Freak Fortress 2
#401

Quote:
Originally Posted by MasterOfTheXP View Post
So is everyone. Could be something to do with the "first round is real game" cvar, but I doubt it.

And the problem isn't just the HUD, that would be no big deal. All abilities do not work in the first round.
Ah kk ty
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pac_man0
Junior Member
Join Date: Mar 2012
Location: Brazil
Old 04-21-2012 , 17:34   Re: [TF2] Freak Fortress 2
#402

Well, after I updated my server with 1.0.4 , it seems that the boss sounds don't work. When I 'downgraded' to 1.0.2 it started working again. Weird.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 04-21-2012 , 19:09   Re: [TF2] Freak Fortress 2
#403

Just fyi think I just had my first ff2 crash on 1.04 update.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-22-2012 , 02:20   Re: [TF2] Freak Fortress 2
#404

Quote:
Originally Posted by MaloModo View Post
Just fyi think I just had my first ff2 crash on 1.04 update.
What errors did you get?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-22-2012 , 05:16   Re: [TF2] Freak Fortress 2
#405

Speaking of errors, I got this one in FF2 1.0.4 earlier today (but just once):

Code:
L 04/21/2012 - 18:28:27: [SM] Native "GetEntPropVector" reported: Entity 23 (23) is invalid
L 04/21/2012 - 18:28:27: [SM] Displaying call stack trace for plugin "freaks/default_abilities.ff2":
L 04/21/2012 - 18:28:27: [SM]   [0]  Line 138, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\default_abilities.sp::FF2_OnAbility2()
L 04/21/2012 - 18:28:27: [SM]   [1]  Line 43, D:\tf2ds\orangebox\tf\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::FF2_OnAbility()
This is for the instant_teleport ability, no idea what caused it.

Having said that, doesn't SourceMod include a function to get the player's origin vector so you don't have to manually get it?

Oh, and I noticed this too in default_abilities for the charge_teleport effect:

Code:
			CreateTimer(3.0, RemoveEnt, EntIndexToEntRef(AttachParticle(Boss,s)));		
			CreateTimer(3.0, RemoveEnt, EntIndexToEntRef(AttachParticle(Boss,s,_,false)));		

...

				CreateTimer(3.0, RemoveEnt, EntIndexToEntRef(AttachParticle(Boss, "ghost_appearation")));
				CreateTimer(3.0, RemoveEnt, EntIndexToEntRef(AttachParticle(Boss, "ghost_appearation", _, false)));

Are there really supposed to be 4 timers to remove particles? For that matter, why are two of them hard coded for "ghost_appearation" ? I'm going to be trying this ability soon with the "teleported_flash" particle effect and it seems like the hard-coded effect named ones will have problems.
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Last edited by Powerlord; 04-22-2012 at 05:27.
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Research
SourceMod Donor
Join Date: Nov 2011
Old 04-22-2012 , 11:11   Re: [TF2] Freak Fortress 2
#406

How can I change model path?
I found tutorial(http://forums.alliedmods.net/showpos...1&postcount=98)
but when I follow that tutorial, my result is always Invisible or purple
Source SDK Say 'model attempted to load one or more vmts it can't find'
I don't know what my problem is

http://www.gamebanana.com/tf2/skins/110919 ← purple model(Radigan Conagher)
http://www.gamebanana.com/tf2/skins/90642 ← invisible model(Gentlemen v2)

Last edited by Research; 04-22-2012 at 11:12.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-22-2012 , 14:05   Re: [TF2] Freak Fortress 2
#407

Quote:
Originally Posted by Research View Post
How can I change model path?
I found tutorial(http://forums.alliedmods.net/showpos...1&postcount=98)
but when I follow that tutorial, my result is always Invisible or purple
Source SDK Say 'model attempted to load one or more vmts it can't find'
I don't know what my problem is

http://www.gamebanana.com/tf2/skins/110919 ← purple model(Radigan Conagher)
http://www.gamebanana.com/tf2/skins/90642 ← invisible model(Gentlemen v2)
Changing the model path doesn't change the materials path. Those have to have their default path changed (not possible with MDL Hexer (yet?)) or have their material paths changed one at a time on the MDL Reskinner tab of MDL Hexer.
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vtorrano
Junior Member
Join Date: Apr 2012
Old 04-22-2012 , 14:21   Re: [TF2] Freak Fortress 2
#408

Can the new bosses be used in VSH?

if so how can i do it?
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kevinnashsummer92
Member
Join Date: May 2011
Old 04-22-2012 , 15:39   Re: [TF2] Freak Fortress 2
#409

Hey guys, i made a custom char but it doesnt download custom files, other custom bosses are downloading (like freddy gentlespy) but the ones i made dont, i even putted bz2 files, here is the cfg file of one can you guys check it if i did a mistake please?
Attached Files
File Type: cfg highlander.cfg (2.3 KB, 251 views)
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-22-2012 , 17:02   Re: [TF2] Freak Fortress 2
#410

Quote:
Originally Posted by Research View Post
How can I change model path?
I found tutorial(http://forums.alliedmods.net/showpos...1&postcount=98)
but when I follow that tutorial, my result is always Invisible or purple
Source SDK Say 'model attempted to load one or more vmts it can't find'
I don't know what my problem is

http://www.gamebanana.com/tf2/skins/110919 ← purple model(Radigan Conagher)
http://www.gamebanana.com/tf2/skins/90642 ← invisible model(Gentlemen v2)
Rule of thumb, do NOT change vmt/vtf paths if these paths do not replace stock TF2 files.
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