Raised This Month: $32 Target: $400
 8% 

[TF2] CrabMod 2.0.4 with custom model (update 01-10-17)


Post New Thread Reply   
 
Thread Tools Display Modes
Snack Patrol
Member
Join Date: Jan 2012
Location: Earth
Old 08-16-2017 , 07:21   Re: [TF2] CrabMod 2.0.1
Reply With Quote #11

This plugin is amazing except for one big problem that basically makes it unrunnable on my server:

It currently disables cloak regeneration for the mod, and then when I change maps to vanilla tf2, with cvars set up obviously disabling the mod, spies still cannot regenerate cloak. I can't figure out a way to fix this. Can someone please update this plugin?

It's perfect otherwise but as of now is now unrunnable because of that small problem that I feel like would be easily fixable for a plugin creator.

Last edited by Snack Patrol; 08-16-2017 at 07:23.
Snack Patrol is offline
TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 08-16-2017 , 08:36   Re: [TF2] CrabMod 2.0.1
Reply With Quote #12

mmm seems strange basically the mod remove the dead ringer after you use it. thats all.
i ll check the code when i have a moment , maybe can be a problem of the hud
__________________
TonyBaretta is offline
Snack Patrol
Member
Join Date: Jan 2012
Location: Earth
Old 08-16-2017 , 09:06   Re: [TF2] CrabMod 2.0.1
Reply With Quote #13

Quote:
Originally Posted by TonyBaretta View Post
mmm seems strange basically the mod remove the dead ringer after you use it. thats all.
i ll check the code when i have a moment , maybe can be a problem of the hud
Awesome man, thank you. I am a big fan of the plug-in so would love to see this fixed.
Snack Patrol is offline
Snack Patrol
Member
Join Date: Jan 2012
Location: Earth
Old 08-17-2017 , 23:04   Re: [TF2] CrabMod 2.0.1
Reply With Quote #14

Quote:
Originally Posted by TonyBaretta View Post
mmm seems strange basically the mod remove the dead ringer after you use it. thats all.
i ll check the code when i have a moment , maybe can be a problem of the hud
Any updates? I will honestly throw you a few bucks if you can fix this. I love the mod that much, haha.
Snack Patrol is offline
Snack Patrol
Member
Join Date: Jan 2012
Location: Earth
Old 08-19-2017 , 07:18   Re: [TF2] CrabMod 2.0.1
Reply With Quote #15

It doesn't unfortunately Still same problem
Snack Patrol is offline
Snack Patrol
Member
Join Date: Jan 2012
Location: Earth
Old 08-19-2017 , 12:37   Re: [TF2] CrabMod 2.0.1
Reply With Quote #16

Yeah IDK man it's still doing' it. I tried like a million different ways to fix it- putting cvars in a mapend cfg to disable the mod, disabling the plugin & putting crabmod_enabled 0 before I changed maps, putting it in the disabled folder to start, changing the roundcvarsplugin to a roundstartcvars plugin, editing the crabmod cfg file, editing cvars in map-specific cfg files, I can't figure it out on my end, still doing it Take your time though if you are still working on it

Last edited by Snack Patrol; 08-19-2017 at 12:38.
Snack Patrol is offline
dasmxd
New Member
Join Date: Sep 2017
Old 09-01-2017 , 02:08   Re: [TF2] CrabMod 2.0.1
Reply With Quote #17

Is this plugin still supported?
I wanna use this mod for my custom made maps/events.
Unfortunately the plugin has some problems. If someone uses the deadringer he
get's into the t-pose and can't move. Also the cfg don't accept the Huntsman Sniper only option.

It would be awesome to introduce my stage based crab maps with a fully working spycrab mod!
dasmxd is offline
TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 09-01-2017 , 03:15   Re: [TF2] CrabMod 2.0.1
Reply With Quote #18

the version on the first post work fine .

http://steamcommunity.com/id/ipermegapippo/ add me if you prefer to talk directly with me

edit done some test .the only know bug atm is the regen of the cloak after map change. the rest work fine.

i hope to have free time this week to fix it and convert it with new syntax
__________________

Last edited by TonyBaretta; 09-01-2017 at 05:02.
TonyBaretta is offline
TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 09-03-2017 , 13:55   Re: [TF2] CrabMod 2.0.2
Reply With Quote #19

V 2.0.2
Fixed Bug Cloak not regen on map change.
Fixed Bug after dead ringer effect do civilian pose.
Converted with new syntax.

now work fine , enjoy
__________________

Last edited by TonyBaretta; 09-03-2017 at 13:56.
TonyBaretta is offline
rengo
Member
Join Date: Jun 2015
Old 09-04-2017 , 21:47   Re: [TF2] CrabMod 2.0.2 (update 03-09-17)
Reply With Quote #20

when the MOD finishes, it does not let constructions to the engi
__________________
rengo is offline
Send a message via AIM to rengo
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 20:06.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode