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[TF2] Ghost Mode (v1.5, 08/04/2012)


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lamasniu
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Join Date: Jul 2010
Location: United Kingdom
Old 05-23-2012 , 18:26   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #51

Whilst on Freak Fortress 2, I am having the same issue with players that are on ghost mode. They are able to push other team mates around and stand in their way. I like the idea of this plugin a lot and so did the rest of my regulars, they just wished that it worked a bit like spectator mode in the sense that the characters are not able to mess with the players that are still alive and playing in a round. Any suggestions would be greatly appreciated. <3

Last edited by lamasniu; 05-23-2012 at 18:27.
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FlaminSarge
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Join Date: Jul 2010
Old 05-23-2012 , 23:39   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #52

I can make it so that they don't, but that means making all ghosts completely undetectable by live players. I kinda liked the fact that ghosts had a presence. I can add it in as a cvar, though. It'll require SDKHooks.
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lamasniu
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Old 05-24-2012 , 08:42   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #53

Quote:
Originally Posted by FlaminSarge View Post
I can make it so that they don't, but that means making all ghosts completely undetectable by live players. I kinda liked the fact that ghosts had a presence. I can add it in as a cvar, though. It'll require SDKHooks.
Don't get me wrong FlamingSarge the fact that they are there (visually) is fantastic but being actual things one can bump into and thus the ghost are enabled to mess around with your game seems a little unfair. Specially if you are the last few players left alive and the ghost decide to gang up on your so that you die or make it much easier for the boss (freak fortress 2) to kill you.

SDKHooks installed so if you can make it a cvar as you mentioned that would be awesome <3
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SuperNovaLite
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Join Date: Oct 2010
Location: New Zealand
Old 05-25-2012 , 22:55   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #54

Would love a fix that stops people from pushing live players as well.
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FlaminSarge
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Old 05-27-2012 , 02:15   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #55

Will do.
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FlaminSarge
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Old 05-29-2012 , 04:55   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #56

Quick bit of info: https://forums.alliedmods.net/showpo...4&postcount=45
It's a fix to DarthNinja's thirdperson plugin that prevents conflicts with the thirdperson ghost feature of this plugin.
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SuperNovaLite
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Join Date: Oct 2010
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Old 05-29-2012 , 05:16   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #57

Quote:
Originally Posted by FlaminSarge View Post
Quick bit of info: https://forums.alliedmods.net/showpo...4&postcount=45
It's a fix to DarthNinja's thirdperson plugin that prevents conflicts with the thirdperson ghost feature of this plugin.
Sweet! Thanks FlaminSarge. All we need now is ghost mode that doesn't push people.
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Sorrowfire
Member
Join Date: Jul 2010
Location: <Missing String>
Old 06-03-2012 , 18:02   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #58

Hey Sarge, i noticed that sometimes a player's alpha may be retained from ghost-mode on the next round (Although rare and seems to happen with the spy class the most).

Also,
I hope you can find a fix to ghosts pushing other players, as this can be rather annoying or even deadly if a player is on a thin ledge.

Thanks,
Sorrowfire
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FlaminSarge
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Old 06-03-2012 , 18:32   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #59

I know how to fix the pushing but it requires SDKHooks and makes ghosts completely undetectable by normal players.
I made sure to set everyone's alpha to 255 on round end, regardless of ghost status, so.... strange.
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Helvetica
Senior Member
Join Date: Nov 2011
Location: U.S.
Old 06-10-2012 , 00:05   Re: [TF2] Ghost Mode (v1.1, 05/15/2012)
Reply With Quote #60

Hey Sarge, been running this plugin on one of my servers and apparently when players get killed after a round ends their player model will appear as a civilian where they died. It only happens when Ghost mode is loaded, so I'm pretty sure it's not something else causing it. With round triggers, I tried having the server turn the mode off once the round ends, and then turn it back on when a new round starts, but that didn't solve the issue.

Any ideas?
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