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[TF2] Visible Weapons Natives (broken)(v1.2, 2/24/2011)


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FlaminSarge
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Old 02-24-2011 , 21:31   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #81

Updated this plugin, as well as randomizer and giveweapon.
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Leonardo
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Old 02-25-2011 , 02:08   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #82

hell yeah
btw
is this thing fixed too?
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Last edited by Leonardo; 02-25-2011 at 02:20.
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FlaminSarge
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Old 02-25-2011 , 02:12   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #83

bwahahahano.

That has to do with end-of-round stuff. I don't hook the end-of-round event. I probably should. And just blanket invis everything. I'll go see.

Also I understand English isn't your first language, but you don't throw around words like "crap".
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Leonardo
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Old 02-25-2011 , 02:19   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #84

actually it happend when player stun, not when round end. and this crap thing only with other players (so bug with attachable's entities)
screenshot

oh
okay so
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Last edited by Leonardo; 02-26-2011 at 02:24.
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FlaminSarge
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Old 02-26-2011 , 02:13   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #85

Yeah, any humiliation pose. I'll try to hook humiliation poses to invis the current weapon. It'll be hard to detect when they come out of the humiliation pose, though...

Quote:
Originally Posted by FlaminSarge View Post
Also I understand English isn't your first language, but you don't throw around words like "crap".
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Leonardo
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Old 02-26-2011 , 02:25   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #86

check on each frame/think is player stunned or not?

also
please add native to remove 'visible weapon'

Last edited by Leonardo; 02-26-2011 at 07:38.
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FlaminSarge
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Old 02-26-2011 , 12:50   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #87

VisWep_GiveWeapon(client, slotyouwannaremove, "-1"); seems to work.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Leonardo
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Old 02-26-2011 , 13:28   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #88

well
how it happends
bot spawns
after 0.1 sec. he's giving a weapon with 'visible weapon'
then if MeleeMode enabled with TF2AIM
after 1.0 sec. original weapon removes
and then viswep should be removed
but something wrong there, I guess (bot trying to switch to that weapon which he haven't got anymore)
What I'm doing wrong?!

also, can't just add cvar checking into TF2IBRW
can't add all cvars from each melle-only-plugin o_o

also2
maybe a better way just disable tf2ibrw manually o.o

ps: excellent explain, yeah =\
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FlaminSarge
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Old 02-26-2011 , 15:46   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #89

Argh, does OnWeaponSwitch not fire when you do that? fffffffffffffffff
I can do a blanket 10 second timer that just autodetects current weapon and switches it out if its not the right slot.

Waaaaaaaaaaait theyre holding BOTH equalizers AND shotguns... That shouldn't happen...
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 02-26-2011 , 17:38   Re: [TF2] Visible Weapons Natives (v1.2, 2/24/2011)
Reply With Quote #90

Quote:
Originally Posted by FlaminSarge View Post
theyre holding BOTH equalizers AND shotguns...
but they're must holding only melee (obviously)
so...
also it happends only with shotgun.
anyway, I'm just confused...

ps: if you need a code, plugins no longer available

Last edited by Leonardo; 08-24-2011 at 11:05.
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