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[TF2] TF2Attributes (v1.7.2, 2022/09/18)


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FlaminSarge
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Old 05-13-2013 , 20:08   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #41

I don't know if it'd be easy or efficient to implement, I'll check later.
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friagram
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Old 06-01-2013 , 08:25   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #42

Well, it worked fine on my testserver, whole plugin i made works, but when i try to run it on my live server:

L 06/01/2013 - 05:437: [SM] Plugin encountered error 25: Call was aborted
L 06/01/2013 - 05:437: [SM] Native "SetFailState" reported: Could not initialize call to CAttributeList::GetAttributeByID
L 06/01/2013 - 05:437: [SM] Displaying call stack trace for plugin "tf2attributes.smx":
L 06/01/2013 - 05:437: [SM] [0] Line 81, C:\sourcemod\tf2attributes.sp::OnPluginStart( )

using windows :/
gamedata is there and all

I also have the same server verison on both machines, and am using 1.5.0 3840, bot have same meta/sm versions as well.

Ugh, I think the user account didn't have access to the gamedata file, it went into failstate and logged an error. I figured I could just reload the plugin, but it just says [TF2] TF2Attributes: Error detected in plugin startup (see error logs). I unload it, but reloading it posts the above error.

Edit:
Bleh, is this some kind of SM bug? Fails a SDK call, and can't attempt it again until the server is reset?
if i rename your gamedata file, recompile the smx with a different gamedata name.. and reload the plugin it works without having to restart my servers. . .
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Last edited by friagram; 06-01-2013 at 09:25.
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lyric
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Old 06-01-2013 , 10:32   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #43

Quote:
Originally Posted by FlaminSarge View Post
I'll check later.
19 days later..
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friagram
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Old 06-01-2013 , 11:56   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #44

Seems to be working fine.
Could not get particle attach to work on weapons properly. They'll attach, but on each inventory application, they'll just keep piling up.. and up.. and up.. Tried removing them and they detatch. Looked into using the other natives to reset the item, still doesn't seem to remove them. Not a huge deal, just went back to the old method. There there's probably something I'm doing wrong.
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FlaminSarge
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Old 06-03-2013 , 11:21   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #45

I can't find a way to iterate through the attribute list to get each attribute, but m_AttributeList SHOULD technically be iterable... not sure what to do here but it's probably something simple.

Several of the halloween attributes, e.g. halloween paints, seem to still work, to whomever was asking.
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Last edited by FlaminSarge; 06-03-2013 at 11:22.
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friagram
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Old 06-04-2013 , 12:06   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #46

Pyrovision works, halloween spell rgb works.
Halloween flamethrower/halloween trails do not seem to work
Attach particle works but is extremely buggy (they fall off, duplicate, and do all manner of strange things) - at least on weapns :/
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Powerlord
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Old 06-04-2013 , 12:58   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #47

Quote:
Originally Posted by friagram View Post
Attach particle works but is extremely buggy (they fall off, duplicate, and do all manner of strange things) - at least on weapns :/
Might have to do with Valve never intending for weapons to have attached particle effects, so the server doesn't clean them up like it does for tf_wearable items.
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Dr. McKay
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Old 06-04-2013 , 13:06   [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #48

Quote:
Originally Posted by Powerlord View Post
Might have to do with Valve never intending for weapons to have attached particle effects, so the server doesn't clean them up like it does for tf_wearable items.
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Oshizu
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Old 06-04-2013 , 13:09   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #49

Quote:
Originally Posted by friagram View Post
Pyrovision works, halloween spell rgb works.
Halloween flamethrower/halloween trails do not seem to work
Attach particle works but is extremely buggy (they fall off, duplicate, and do all manner of strange things) - at least on weapns :/
Same thing happens on wearables
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FlaminSarge
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Old 06-04-2013 , 23:04   Re: [TF2] TF2Attributes (v1.0.1, 04/24/2013)
Reply With Quote #50

The particle system/effect itself doesn't have a kill switch (i.e. in the particle editor). I'm going to try my hand at particle editing to see if I can make it so those particles expire properly like other particles do. 'Tis a clientside fix.
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Last edited by FlaminSarge; 06-04-2013 at 23:05.
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