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VSH VSH, old thread (v1.42) - Information/etc.


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nergal
Veteran Member
Join Date: Apr 2012
Old 05-16-2014 , 12:29   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4271

Quote:
Originally Posted by rswallen View Post
I believe the gamedata is for the Easter Bunny
That's what I'm using as well.
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MrBen
SourceMod Donor
Join Date: Sep 2011
Old 05-16-2014 , 14:23   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4272

The plugin is definitely dead on my servers - same errors as reported earlier :-(
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darkboy245
Senior Member
Join Date: Feb 2014
Old 05-16-2014 , 14:52   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4273

Plugin isn't working after the update, what's the problem?
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rswallen
SourceMod Donor
Join Date: Jun 2013
Location: 127.0.0.1
Old 05-16-2014 , 16:04   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4274

The windows signature for CTFAmmoPack::SetInitialVelocity has changed. This will need to be updated in order for the plugin to work on windows servers (linux/mac are fine)
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xSpeced
AlliedModders Donor
Join Date: Aug 2013
Old 05-16-2014 , 16:09   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4275

Quote:
Originally Posted by rswallen View Post
The windows signature for CTFAmmoPack::SetInitialVelocity has changed. This will need to be updated in order for the plugin to work on windows servers (linux/mac are fine)
So uh can we get an update for that?
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MrBen
SourceMod Donor
Join Date: Sep 2011
Old 05-16-2014 , 17:46   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4276

Quote:
Originally Posted by rswallen View Post
The windows signature for CTFAmmoPack::SetInitialVelocity has changed. This will need to be updated in order for the plugin to work on windows servers (linux/mac are fine)
Thanks rswallen, I was beginning to suspect it might be windows related.

It's devastating to see our servers down for 24 hours as they are always full, but hopefully a fix can be found soon. As always I appreciate all the hard work that goes in to this great mod.

Cheers
MrBen.
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ErrolLiamP
New Member
Join Date: May 2014
Location: Ontario, Canada
Old 05-16-2014 , 22:06   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4277

-snip-

Last edited by ErrolLiamP; 05-17-2014 at 11:53.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 05-17-2014 , 11:47   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4278

This is the VSH thread...
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-18-2014 , 02:02   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4279

CTFAmmoPack::SetInitialVelocity
Why would you even need this?
I assume it's to make the healthpack fly out when a hit lands?
Could just fire a ray down and spawn it a few units above terrain...
Or better yet, spawn a physprop of the healthpack with some crazy mass and inertia, and shoot it out, so itll bounce once and the stay put, and hooktouch it to act like a health pack.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-18-2014 , 04:22   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4280

Quote:
Originally Posted by friagram View Post
CTFAmmoPack::SetInitialVelocity
Why would you even need this?
I assume it's to make the healthpack fly out when a hit lands?
Could just fire a ray down and spawn it a few units above terrain...
Or better yet, spawn a physprop of the healthpack with some crazy mass and inertia, and shoot it out, so itll bounce once and the stay put, and hooktouch it to act like a health pack.
The Easter Demo uses it to fire a bunch of eggs in different directions or something.
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