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[TF2] Equipment manager 1.1.8 (05/22/10)


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seminf
Junior Member
Join Date: Aug 2009
Old 09-23-2009 , 16:50   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #551

Quote:
Originally Posted by Damizean View Post
... Hat stays and never blinks?
He means this:
Quote:
Originally Posted by seminf
I've noticed an annoying bug in 116. Every time a player uses spawn with a hat on, the hat blinks (the hat disappears for a split second, then reappears again).
It's not of much importance on normal maps, but very noticeable on jump maps which have automatic respawn.
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Damizean
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Join Date: Mar 2009
Old 09-23-2009 , 16:59   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #552

Quote:
Originally Posted by seminf View Post
He means this:
That's because I've added a spawn delay timer cvar to avoid conflicts with other plugins (like melee sudden death). Just set the cvar to 0.0
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h00x
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Join Date: Jun 2009
Old 09-23-2009 , 17:09   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #553

Quote:
Originally Posted by Damizean View Post
... Hat stays and never blinks?

Setting the index to anything other than strictly the hats indexes may cause problems with the system (specifically, weapon slots disappearing, etc). So please, use a valid index.
Damizean, I thought most of the new hats are based on the same index as the old related hat models?

Actually alot of the new models are recreated off of the old models and new textures.

Last edited by h00x; 09-23-2009 at 17:13.
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scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 09-23-2009 , 17:32   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #554

Quote:
Originally Posted by Damizean View Post
That's because I've added a spawn delay timer cvar to avoid conflicts with other plugins (like melee sudden death). Just set the cvar to 0.0
i have always on 0.0 but it blinks try it self pls

thx
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Damizean
SourceMod Donor
Join Date: Mar 2009
Old 09-23-2009 , 19:14   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #555

Quote:
Originally Posted by h00x View Post
Damizean, I thought most of the new hats are based on the same index as the old related hat models?

Actually alot of the new models are recreated off of the old models and new textures.
Nope, in the Items.ctx all the hats are defined as separated items with their own indexes.

Also, Scope, I'll check that out
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h00x
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Join Date: Jun 2009
Old 09-23-2009 , 19:59   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #556

Oh, well I've never looked in the items.ctx I've only edited the classes and weapons ctx's. Guess I should take a look.
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scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 09-23-2009 , 22:04   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #557

Quote:
Originally Posted by Damizean View Post
Also, Scope, I'll check that out

thank you
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Solor
Member
Join Date: Jan 2009
Old 09-24-2009 , 00:05   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #558

Anyway to disable Slot 2 and Slot 3 when their not configured?
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toString
Senior Member
Join Date: Jun 2009
Old 09-24-2009 , 15:16   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #559

Is there a way to turn off peoples halos when using EM? As the halo pokes through the hats and looks stupid
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Solor
Member
Join Date: Jan 2009
Old 09-24-2009 , 16:03   Re: [TF2] Equipment manager 1.1.6 (09/23/09)
Reply With Quote #560

I believe there is a plugin that removes the halo's completely.. but then you might get angry ppl not being able to use their halo's when their not using this plugin, beyond that, guess that's something the author will have to update
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