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[TF2] Juggernaut (1 vs All)


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GunSpeed
Member
Join Date: Oct 2010
Old 07-30-2013 , 09:37   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #11

I am making a pure Juggernaut server, what maps are meant to be used?
- Dodgeball maps only?
- What settings should server.cfg maintain?

Thanks.
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Sparkles
New Member
Join Date: Mar 2013
Old 08-03-2013 , 23:41   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #12

Great plugin. Used it on my server worked flawlessly.
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ReFlexPoison
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Join Date: Jul 2011
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Old 08-22-2013 , 18:58   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #13

Updated the plugin to fix more bugs when the Juggernaut leaves, as-well as changing some other elements of the plugin. Grab the plugin from the OP.
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ReFlexPoison
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Old 09-11-2013 , 18:22   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #14

Updated to Version 1.6
  • Added translations
  • Added voting for Juggernaut rounds
    • Includes two new convars
  • Added native to retrieve the Juggernaut's user id
  • Added morecolors support

Last edited by ReFlexPoison; 09-11-2013 at 20:10.
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Civiccod PRO
Member
Join Date: Nov 2012
Old 09-12-2013 , 21:46   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #15

- Thats all I gotta say lol c:
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KBL4D2
Member
Join Date: Sep 2012
Old 03-01-2014 , 21:41   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #16

Hi, i would like to report biasness within this plugin.

Is the plugin suppose to only take in players that have the fewer kills as Juggernauts?
Some players who have a very high score can't become the Juggernaut for some reason.
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7106
Senior Member
Join Date: Jun 2013
Old 04-12-2014 , 07:58   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #17

last year, there is no pharses file...
so i have to translate each source code...
thx man!!!

Last edited by 7106; 04-12-2014 at 07:59.
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Mitchell
~lick~
Join Date: Mar 2010
Old 04-14-2014 , 10:46   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #18

Wouldn't mind making this a mini-gamemode for dodgeball, say the first one to 25 kills becomes the juggernaut
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 10-21-2014 , 17:10   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #19

I can see now why you intended it for dodgeball, seeing as it does nothing to a players health
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 10-24-2014 , 20:59   Re: [TF2] Juggernaut (1 vs All)
Reply With Quote #20

Quote:
Originally Posted by Powerlord View Post
Normal damage for backstabs are 6 times the backstabbed player's current health... there's a reason VSH/FF2 have special handling for that and telefrags.
And you can literally divide that damage by 6*player hp and multiply by the damage you want

*= damageamount/(GetClientHealth(victim)*6)

And set your damage as you want... though you still need to make code for it.

Or just set it to something but divide by 3 if it's critical damage.
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