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Mev
Senior Member
Join Date: Apr 2011
Old 04-19-2012 , 20:45   Re: [TF2] VS Saxton Hale Mode
#2941

Getting this with most recent update :/

Code:
L 04/18/2012 - 22:25:34: [SDKTOOLS] Sigscan for FireOutput failed - Disabling detour to prevent crashes
L 04/18/2012 - 22:25:34: [TF2] Sigscan for CalcCritical failed - Disabling detour to prevent crashes
L 04/18/2012 - 22:25:34: [SM] Native "AddTempEntHook" reported: TempEntity System unsupported or not available, file a bug report
L 04/18/2012 - 22:25:34: [SM] Displaying call stack trace for plugin "spraytrace .smx":
L 04/18/2012 - 22:25:34: [SM]   [0]  Line 341, /home/groups/alliedmodders/forums/files/3/9/5/3/8/85506.attach::OnPluginStart()
L 04/18/2012 - 22:25:38: [SDKTOOLS] "FindEntityByClassname" not supported by this mod, falling back to IServerTools method.
L 04/18/2012 - 22:30:28: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 04/18/2012 - 22:30:28: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 04/18/2012 - 22:30:28: [SM]   [0]  Line 2961, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 04/18/2012 - 22:30:28: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 04/18/2012 - 22:30:28: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 04/18/2012 - 22:30:28: [SM]   [0]  Line 2961, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 04/18/2012 - 22:30:28: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 04/18/2012 - 22:30:28: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 04/18/2012 - 22:30:28: [SM]   [0]  Line 2961, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 04/18/2012 - 22:30:28: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 04/18/2012 - 22:30:28: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 04/18/2012 - 22:30:28: [SM]   [0]  Line 2961, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 04/18/2012 - 22:30:28: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 04/18/2012 - 22:30:28: [SM] Displaying call stack trace for plugin "saxtonhale.smx":

Last edited by Mev; 04-19-2012 at 20:46.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-19-2012 , 20:46   Re: [TF2] VS Saxton Hale Mode
#2942

Update your sourcemod gamedata. If it's not auto-updating or you're on a snapshot, grab the latest snapshot.

Also, I wrote this, it apparently works OK with VSH.
https://forums.alliedmods.net/showth...61#post1692661
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Last edited by FlaminSarge; 04-19-2012 at 21:12.
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Mev
Senior Member
Join Date: Apr 2011
Old 04-20-2012 , 11:13   Re: [TF2] VS Saxton Hale Mode
#2943

Gamedata updated but no luck :/ not sure where I am going wrong. Haven't had a problem like this.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-20-2012 , 17:44   Re: [TF2] VS Saxton Hale Mode
#2944

That's definitely gamedata, though.
__________________
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.
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thesupremecommander
Member
Join Date: Apr 2012
Old 04-20-2012 , 21:33   Re: [TF2] VS Saxton Hale Mode
#2945

Hey there. I'm having a bit of trouble - the mod is enabled and everything seems to be working, but I can never switch to a "Hale mapname" via sm_votemap. I've tried everything in the instructions and have searched around to no avail. How can I get this working?

Quote:
Originally Posted by Eggman View Post
Maplist:

Maps, on which the mode will work, can be configured in addons\sourcemod\configs\saxton_hale_maps.cfg. Only arena_ and vsh_ maps are supported. You can type "Hale mapname" to maplist or sm_nextmap to play mapname with VS Saxton Hale Mode. You can use it to use the same map as default arena and with the mode (for example: "arena_well" and "Hale arena_well")
Also. If you print "all" to the file, then all maps will be with this gamemode.

FAQ:

Q: I want to use the feature "Hale mapname" as nextmap, but i don't see map on a vote for nextmap.
A: Copy any map and rename the copy to "Hale mapname". This new "map" will not be used, but if this map doesn't exist, nextmap will remove "Hale mapname" from vote.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-21-2012 , 15:21   Re: [TF2] VS Saxton Hale Mode
#2946

mapcycle.txt
__________________
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; 04-21-2012 at 15:22.
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 04-21-2012 , 15:49   Re: [TF2] VS Saxton Hale Mode
#2947

So I'm a bit confused. Is it worth it to get freak fortress 2 instead of saxton hale? So flaming are you gonna help out with feak fortress 2 or are you gonna stay with saxton?
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imoda
Member
Join Date: Apr 2010
Old 04-21-2012 , 22:43   Re: [TF2] VS Saxton Hale Mode
#2948

Please consider revising the HP algorithm in future releases. It doesn't really make sense and is more complicated than it needs to be.

Code:
	if (playing < 5)
		playing += 2;
	HaleHealthMax = RoundFloat(Pow(((760.0+playing)*(playing-1)), 1.04));
	if (HaleHealthMax == 0)
		HaleHealthMax = 1322;
Which gives you

Code:
1 player = 2046 hp
2 players = 3123 hp
3 players = 4218 hp
4 players = 5328 hp
5 players = 4218 hp
6 players = 5328 hp
7 players = 6449 hp
8 players = 7580 hp
9 players = 8721 hp
10 players = 9871 hp
11 players = 11029 hp
12 players = 12195 hp
13 players = 13368 hp
14 players = 14548 hp
15 players = 15734 hp
16 players = 16927 hp
17 players = 18127 hp
18 players = 19332 hp
19 players = 20544 hp
20 players = 21761 hp
21 players = 22984 hp
22 players = 24213 hp
23 players = 25447 hp
24 players = 26686 hp
25 players = 27931 hp
26 players = 29181 hp
27 players = 30436 hp
28 players = 31696 hp
29 players = 32961 hp
30 players = 34232 hp
31 players = 35507 hp
32 players = 36787 hp
You'll notice having 3 players is the same as having 5, same with 4 and 6.

Might as well just be players*1000, or rework it to be exponential.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-22-2012 , 00:18   Re: [TF2] VS Saxton Hale Mode
#2949

Unreal: I don't have time to look at FF2 right now but over the summer I probably can.

imoda: I know. I honestly don't know why it's like that. In terms of balance it works sorta-ok, though.

EDIT:
I've posted this: https://forums.alliedmods.net/showpo...83&postcount=2
This goes with this CBS model, and solves the issue of players that use custom skins not being able to see CBS.
File goes to models/player/saxton_hale/cbs_v3.mdl
You don't need all the files from the stockmodels plugin/download in that post, only the sniper ones.
Attached Files
File Type: zip cbs_v3.zip (622.6 KB, 425 views)
File Type: sp Get Plugin or Get Source (saxtonhale.sp - 278 views - 191.5 KB)
File Type: smx saxtonhale.smx (84.1 KB, 309 views)
__________________
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; 04-22-2012 at 17:24.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-23-2012 , 02:59   Re: [TF2] VS Saxton Hale Mode
#2950

Hey, I was wondering... did anyone ever try using attributes 26 or 140 on the boss's main weapon to set their health, rather than doing it entirely through code? I was wondering if TF2 would bomb if it went too high. Unless they block high values in the code somewhere, it should work up to at least 65,535 health; I haven't checked the variable type of m_iMaxHealth, but int8 would be too small for Heavy's health.

Anyway, before I waste time testing this, has Eggman or FlamingSarge tried this before?

I admit, I have ulterior motives. My boss's partial cloak ability is useless as long as the overheal particles exist on the boss, as they are quite noticeable.

(x-posted to Freak Fortress 2 topic)
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Last edited by Powerlord; 04-23-2012 at 03:01.
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