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VSH VSH, old thread (v1.42) - Information/etc.


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FlaminSarge
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Join Date: Jul 2010
Old 09-26-2011 , 05:24   Re: [TF2] VS Saxton Hale Mode
#2021

loranger: If you could look at the english translations file and translate it to update the french one, that'd be awesome. Also, the one bug I found with using a menu for anything, let alone the You are going to be Hale next menu, is that it ends up blocking the client from voting when a vote is out. Blocking completely, so, if I remember correctly, they can't even revote.

LoveCow: That's by far the strangest thing I've ever seen. AddCondition should be in sourcemod 1.3.8...
Also, unloading the dodgeball plugin by itself doesn't seem to work. The extension itself seems to mess with weapon-giving plugins like randomizer and VSH.
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loranger
Senior Member
Join Date: Jun 2011
Old 09-26-2011 , 06:19   Re: [TF2] VS Saxton Hale Mode
#2022

Quote:
Originally Posted by FlaminSarge View Post
loranger: If you could look at the english translations file and translate it to update the french one, that'd be awesome. A
looks like theres already a French translation in translation/fr .. Im I wrong?
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mehmetali
Senior Member
Join Date: Jan 2010
Location: Turkey
Old 09-26-2011 , 06:55   Re: [TF2] VS Saxton Hale Mode
#2023

Quote:
Originally Posted by FunkyLoveCow View Post
Hey Sarge, I know you've mentioned that VSH and Asherkin's Dodgeball have conflicts. There are people around that have gotten both to work. Do you know how?

I ask because I have Dodgeball and VSH on the same server. On VSH maps I have both of these in my configs:

Code:
sm plugins unload tfdodgeball
sm_dodgeball_enabled 0
All bosses except Christian Brutal Sniper don't have the ability to use their Rage. It plays the appropriate sound, but the effect does not occur. My pyros also can't switch to their flaregun. When the round starts and it is displaying the initial menu, they can have their flaregun equipped, but after switching from it they can't go back.

I also have my logs filled with this
Code:
L 09/26/2011 - 00:50:00: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 09/26/2011 - 00:50:00: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 09/26/2011 - 00:50:00: [SM]   [0]  Line 2493, C:\sourcemod\saxtonhale.sp::ClientTimer()
We had the same problem, use Yet Another Dodgeball and fix this solutions
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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 09-26-2011 , 07:30   Re: [TF2] VS Saxton Hale Mode
#2024

I can help with the italian one ^_^
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FunkyLoveCow
Senior Member
Join Date: May 2010
Old 09-26-2011 , 08:13   Re: [TF2] VS Saxton Hale Mode
#2025

Quote:
Originally Posted by FlaminSarge View Post
LoveCow: That's by far the strangest thing I've ever seen. AddCondition should be in sourcemod 1.3.8...
That's what I thought too. I know I'm using it in other mods. I'll check to make sure I'm not missing gamadata or anything.

I've got 1.4. Would that matter?
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Eggman
Senior Member
Join Date: Jan 2010
Old 09-26-2011 , 11:09   Re: [TF2] VS Saxton Hale Mode
#2026

Quote:
Originally Posted by Eggman View Post
VSH_1.368.zip

1.368
  1. Now FaN and Scout crit knockback is REALLY lessened.
  2. Medic says 'I'm charged' when he gets 100%% uber-charge with syringegun.
  3. Added support of VSH achievements.
  4. Team will scramble in 1st round, if 1st round is default arena.
  5. Now client can disable info about changes of classes, displayed when round started.
  6. Powerjack adds 50HPs per hit.
  7. Short Circuit stuns Hale for 2.0 seconds.
  8. Vagineer says "hurr"
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 09-26-2011 , 11:54   Re: [TF2] VS Saxton Hale Mode
#2027

Quote:
Short Circuit stuns Hale for 2.0 seconds.
If I were you, I would remove this.
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FlaminSarge
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Join Date: Jul 2010
Old 09-26-2011 , 14:20   Re: [TF2] VS Saxton Hale Mode
#2028

Quote:
Originally Posted by loranger View Post
looks like theres already a French translation in translation/fr .. Im I wrong?
Quote:
Originally Posted by FlaminSarge View Post
loranger: If you could look at the english translations file and translate it to update the french one, that'd be awesome
It's outdated.

An Engineer standing near a group of dispensers can keep Hale stunned forever.

Instead of stuns, I'm thinking the drugs effect from sm_drug.

I didn't make any of the changes in 1.368 so I'll see what possibilities there are.
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 09-26-2011 , 14:46   Re: [TF2] VS Saxton Hale Mode
#2029

Quote:
Originally Posted by FlaminSarge View Post
An Engineer standing near a group of dispensers can keep Hale stunned forever.
Indeed.

Quote:
Originally Posted by FlaminSarge View Post
Instead of stuns, I'm thinking the drugs effect from sm_drug.
That would have the same effect, really. I'd say give the Short Circuit more damage, like 20-30 per hit, and maybe make it so it does the drugs effect only once per round?
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FlaminSarge
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Join Date: Jul 2010
Old 09-26-2011 , 15:10   Re: [TF2] VS Saxton Hale Mode
#2030

Well, drugs only distort view, whereas the stun prevents attack, limits movement, and (also) messes with view.

I'm gonna try to see if I can code it so Hale's view tilts a ton when he gets hit with it (as if he fell from a great height or got airblasted really hard). That seems the most like an electrical shock effect.

In other news, 1.368 silently reverted some changes I made. I wonder why that's not in the changelog.

1.3681 incoming at some point.
In the meantime, you guys should suggest things that we should do for the Widowmaker and the Short Circuit.

Oh, and I believe Scout knockback is completely gone, so there's no point to going Scout in VSH anymore. This nerf is bad.

Also, what do you guys think about this: Because the Medic is now forced to vocalize that he has an Uber, so he can't silently build an uber without Hale's knowledge, how about a buff so that the Medic is always able to switch to his medigun quickly (but switches to the other weapons normally?)

Quote:
Originally Posted by Eggman
Added support of VSH achievements.
Liar! The code's all commented out. Don't "buff up" your plugin with fake updates.

The plugin also needs more whitespace.

OH! And Crossbows were nerfed (good) but then never put in the changelog (bad).

And the Customized Kritzkrieg was changed to the Customized Medigun (so that you can no longer taunt to self-heal). Again, not in the changes. Fixes to things that were already supposed to be in don't have to be in the changelog (for instance, pretend that the last update said that Candycanes dropped healthpacks on hit, but with that update they were broken and weren't, so this updated fixed them -> no need to go in changelog) but if you're going to have a changelog you ought to put stuff in it. Just an idea, might be a bit crazy, but changes go in the changelog.
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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.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 09-26-2011 at 22:46.
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