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[TF2] tNoUnlocksPls v0.4.8 (2013-02-10)


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tatercrisp
SourceMod Donor
Join Date: Mar 2008
Location: Chicken Coop
Old 02-10-2013 , 14:19   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #271

Hey thanks for the update. Still having problems with the 2012 festive weapons. I don't see weapon indexes in the config nor in the weapon translations.

Error on startup:

Code:
KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/translations/weapons.phrases.tf.txt (*TF_BATOUTTAHELL*),
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extremo
Member
Join Date: Jan 2010
Old 02-24-2013 , 08:22   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #272

Heya,

having the same problem here:
Code:
         KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/translations/weapons.phrases.tf.txt
         
         KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/translations/weapons.phrases.tf.txt
         
         KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/translations/weapons.phrases.tf.txt
         
         KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/translations/weapons.phrases.tf.txt
         
         KeyValues Error: LoadFromBuffer: missing { in file addons/sourcemod/translations/weapons.phrases.tf.txt
         (*TF_BATOUTTAHELL*),
Trying to find a missing { at the moment ;)

Edit: No missing "{" or "}" must be something else :/ Any ideas?

Greetings
Extremo

Last edited by extremo; 02-24-2013 at 18:24.
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RisingFog
Junior Member
Join Date: Nov 2011
Old 02-24-2013 , 20:07   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #273

I run a DM server which utilizes tNoUnlocksPls and tf2items_manager. What I'm trying to accomplish is when the blocked item is turned into the stock weapon, it loads the modified attributes I've added in tf2items.weapon.txt. Is this possible through tNoUnlocksPls, and if so how?

Also when I try to run tNoUnlocksPls.noext byself with TF2items extension running, it doesn't block any item (even with tNoUnlocksPls.tf2items moved to the disabled folder).

Thanks
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prom3th3an
SourceMod Donor
Join Date: Jun 2010
Old 02-26-2013 , 03:36   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #274

Bug: When the Rocket Jumper is replaced with the Rocket Launcher, the resulting weapon will still have 60 ammo. This presumably happens with the Sticky Jumper also.
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RisingFog
Junior Member
Join Date: Nov 2011
Old 02-26-2013 , 12:44   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #275

Quote:
Originally Posted by prom3th3an View Post
Bug: When the Rocket Jumper is replaced with the Rocket Launcher, the resulting weapon will still have 60 ammo. This presumably happens with the Sticky Jumper also.
If you're using TF2items, a way to fix this is to modify the rocket/sticky jumper's ammo to be the same as their regular counterparts
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Pitbull3
AlliedModders Donor
Join Date: Aug 2009
Location: Degree-Gaming.com
Old 03-05-2013 , 11:27   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #276

can this be used to allow only strange weapons, like for a strange weapon server?


nvm got it working.

Last edited by Pitbull3; 03-08-2013 at 07:32.
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Snack Patrol
Member
Join Date: Jan 2012
Location: Earth
Old 03-10-2013 , 08:29   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #277

Hi, I am looking for a way to integrate this type of plug-in into a type of voting mechanism. What I basically want is for someone to be able to type in "votemittens" in chat and a vote to pop up that asks them if they want to restrict everyone to heavy, with Holiday Punches. Stuff like that. Now, I figure this would take a bit of extra coding, perhaps even integrate it into Custom Votes, and a class restriction plugin but I think this would be really awesome. Maybe you could have a plug-in simply overwrite tNoUnlocksPls.cfg with what you'd want to restrict, and integrate that into Custom Votes, or a seperate voting functionality. I have honestly wanted something like this since I started running a server, any help would be greatly appreciated. Does anyone think they can do this?
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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 03-11-2013 , 11:01   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #278

Quote:
Originally Posted by Thrawn2 View Post
You will have civilians running around if people don't have at least one strange weapon equipped, because they wouldn't have any weapon at all. There are a lot of people who don't own any of those.

Edit: Anyway, here's a tiny plugin that does exactly that - only players who have a strange weapon equipped won't run around as civilians.
Still not seeing any sense in that.
Requires TF2Items.
A request for this version of the weapon manager: ability to move people to set teams when they have no stranges in their player loadout.
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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 03-13-2013 , 08:58   Re: [TF2] tNoUnlocksPls v0.4.6 (2012-05-06)
Reply With Quote #279

Quote:
Originally Posted by Mr. Man View Post
A request for this version of the weapon manager: ability to move people to set teams when they have no stranges in their player loadout.
After testing, I noticed this plugin blocks everything (including cosmetics) except stranges. Is there a way to allow stranges and cosmetics?
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tatercrisp
SourceMod Donor
Join Date: Mar 2008
Location: Chicken Coop
Old 03-13-2013 , 18:59   Re: [TF2] tNoUnlocksPls v0.4.8 (2013-02-10)
Reply With Quote #280

The plugin blocks all weapons by default maybe change it?
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