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FF2 Freak Fortress 2 1.10.14 Released


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Wliu
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Join Date: Apr 2013
Old 04-13-2014 , 12:04   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #541

Quote:
Originally Posted by Eggman View Post
In DoTaunt function:
Code:
if(RandomSoundAbility("sound_ability", sound, PLATFORM_MAX_PATH, client))
is NOT needed.
This sounds calls from ability plugins.
Will try to fix those things once I can access my laptop again.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 04-13-2014 , 20:38   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #542

Quote:
Originally Posted by Eggman View Post
In DoTaunt function:
Code:
if(RandomSoundAbility("sound_ability", sound, PLATFORM_MAX_PATH, client))
is NOT needed.
This sounds calls from ability plugins.

//SourceMod Batch Compiler
// by the SourceMod Dev Team
//// freak_fortress_2.sp
// freak_fortress_2.sp(2834) : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(3992) : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(399 : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(400 : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(8054) : warning 203: symbol is never used: "SetupRTD"
//
// 4 Errors.
//
// Compilation Time: 1.04 sec
// ----------------------------------------
Press enter to exit ...
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Blinx
Senior Member
Join Date: Oct 2013
Old 04-13-2014 , 23:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #543

I notice a lot in FF2 that when the mercs are under the effects of the Battalions Backup, the Hale doesn't really understand what's going on and continues to try and beat down a near invincible merc, so I have a little model here that should better visually display when someone is under the effect of the battalions backup (could improve it a bit with animated textures if people like the idea). The shields revolve around.


Last edited by Blinx; 04-13-2014 at 23:22. Reason: IMG won't show
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-14-2014 , 09:24   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #544

Quote:
Originally Posted by BBG_Theory View Post
//SourceMod Batch Compiler
// by the SourceMod Dev Team
//// freak_fortress_2.sp
// freak_fortress_2.sp(2834) : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(3992) : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(399 : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(400 : error 017: undefined symbol "TF2_RemoveAllWeapons
2"
// freak_fortress_2.sp(8054) : warning 203: symbol is never used: "SetupRTD"
//
// 4 Errors.
//
// Compilation Time: 1.04 sec
// ----------------------------------------
Press enter to exit ...
TF2_RemoveAllWeapons is part of tf2_stocks.inc
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 04-14-2014 , 11:15   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #545

Quote:
Originally Posted by Powerlord View Post
TF2_RemoveAllWeapons is part of tf2_stocks.inc
"TF2_RemoveAllWeapons2"

There's a custom stock it seems
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xXDeathreusXx is offline
xXDeathreusXx
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Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 04-14-2014 , 11:59   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #546

Quote:
Originally Posted by Blinx View Post
I notice a lot in FF2 that when the mercs are under the effects of the Battalions Backup, the Hale doesn't really understand what's going on and continues to try and beat down a near invincible merc, so I have a little model here that should better visually display when someone is under the effect of the battalions backup (could improve it a bit with animated textures if people like the idea). The shields revolve around.

I try to beat him down just to get rid of the annoying fucker, but if he's using the zatoichi aswell, well, I peace the hell out of that situation...
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Ojing
Junior Member
Join Date: Apr 2014
Old 04-15-2014 , 06:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #547

queue point does not work after the 1.9.3 update.

Last edited by Ojing; 04-15-2014 at 06:21.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-15-2014 , 08:06   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #548

BBG: Do you have the latest freak_fortress_2.inc?

Ojing: This is getting incredibly annoying since it's pretty hard to test queue points out on bots...but I'll try.
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Donski
Senior Member
Join Date: Sep 2012
Old 04-15-2014 , 09:05   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #549

Noticed recently that some of our Hales are getting invisible weapons (air shotgun anyone) and just wondering if this is a known bug?
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Ojing
Junior Member
Join Date: Apr 2014
Old 04-15-2014 , 09:44   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #550

Quote:
Originally Posted by Wliu View Post
BBG: Do you have the latest freak_fortress_2.inc?

Ojing: This is getting incredibly annoying since it's pretty hard to test queue points out on bots...but I'll try.
1.9.0 is Was operating normally. error has occurred in higher
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