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TF2: Roll the Dice RTD - v0.4


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PolyQuad
Member
Join Date: Oct 2011
Old 07-08-2012 , 14:17   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #831

mojeda92, i dont see anything wrong with that config, except that you give your donators 100% chance of a good roll? weird.. anyway. Look at my previous post with Roundcat and try that and see if it helps you.
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CuriousG
Senior Member
Join Date: Feb 2012
Old 07-15-2012 , 12:26   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #832

Is there an easy way to change God mode to Buddah mode instead?
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11530
Veteran Member
Join Date: Sep 2011
Location: Underworld
Old 07-15-2012 , 12:47   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #833

Quote:
Originally Posted by CuriousG View Post
Is there an easy way to change God mode to Buddah mode instead?
Change line 1485 from:
Code:
return SetEntProp(client, Prop_Data, "m_takedamage", bEnabled ? 0 : 2, 1);
to:
Code:
return SetEntProp(client, Prop_Data, "m_takedamage", bEnabled ? 0 : 1, 1);
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 07-15-2012 , 14:23   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #834

It should actually be:
Code:
return SetEntProp(client, Prop_Data, "m_takedamage", bEnabled ? 1 : 2, 1);
But I intend to make buddah default and fix some other bugs in an update soon.
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Last edited by pheadxdll; 07-15-2012 at 14:24.
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CuriousG
Senior Member
Join Date: Feb 2012
Old 07-15-2012 , 15:54   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #835

Quote:
Originally Posted by pheadxdll View Post
It should actually be:
Code:
return SetEntProp(client, Prop_Data, "m_takedamage", bEnabled ? 1 : 2, 1);
But I intend to make buddah default and fix some other bugs in an update soon.
Thanks. Only bugfixes no added abilities?
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11530
Veteran Member
Join Date: Sep 2011
Location: Underworld
Old 07-15-2012 , 16:03   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #836

Quote:
Originally Posted by pheadxdll View Post
It should actually be:
Code:
return SetEntProp(client, Prop_Data, "m_takedamage", bEnabled ? 1 : 2, 1);
But I intend to make buddah default and fix some other bugs in an update soon.
Yes sorry I forgot Valve made m_takedamage == 1 to be "no, don't take damage". I only wrote the answer in about 10 seconds without thinking. Need coffee.
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Last edited by 11530; 07-15-2012 at 16:11.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 07-16-2012 , 15:25   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #837

New version out:
Quote:
v0.4.3
- Added two good perks: Instant Kills & Infinite Scout Jumps
- Changed infinite ammo to include energy weapons & engineer metal.
- Changed godmode to default to buddah. Added a cvar sm_rtd_buddah to let you set this value back to before.
- Changed how frozen works and set scary bullets attacker to 0.
- Added file checks to make it obvious if something is missing.
Make sure you update rtd_effects.txt / rtd.phrases.txt / rtd.smx & restart your server!
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 07-17-2012 , 09:59   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #838

infinite ammo + beggars bazooka = non stop shooting until the effect will worn off.
just rolled this and it was fun but kind of really unfair :/
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 07-17-2012 , 10:48   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #839

Quote:
Originally Posted by AeroAcrobat View Post
infinite ammo + beggars bazooka = non stop shooting until the effect will worn off.
just rolled this and it was fun but kind of really unfair :/
just take it down to like 5 seconds in the config
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PolyQuad
Member
Join Date: Oct 2011
Old 07-17-2012 , 10:48   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #840

So some ideas for the Update your working on,

Could we get a bad roll of "no crits"? That would be a good addition for those of us that run crit servers. Anyone have a clever name for that?

Add a cvar to enable/disable end of round rtd's? My server misses being able to rtd in the sudden death round / overtime.

Also, I setup my instant sentries to run for 120secs to allow them to have some impact on the game, the issue is if the sentry is destroyed but the player is not killed, then the rtd turn is still running for that player and no one else can roll or rtd until the 120secs have passed. Could the rtd turn end if the instant sentry/dispenser are destroyed?

Funny feeling goes away if a sniper zooms in and out, or if a player takes a teleport.

Instant Kills from the old rtd was also a very popular roll that is missing, would like to see that back again but i know we need some more bad rolls to even out the turns.

Anyone else have any ideas to contribute for additional bad rolls?
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