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[TF2] Explosive Arrows (1.3.1) [6/27/2013]


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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 09-01-2015 , 15:32   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #71

I'm a year late, but never too late to respond...

The env_explosion on this plugin follows the mp_friendlyfire rule. Urban_Ninja had mp_friendlyfire, so the explosions were inflicting teammates.
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RavensBro
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Old 09-01-2015 , 21:24   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #72

OK I got it working now with the help of PowerLoad Hunstman Hell plugin.

Version 1.3.2
Attached Files
File Type: smx explosivearrows_fix.smx (8.9 KB, 112 views)
File Type: sp Get Plugin or Get Source (explosivearrows_fix.sp - 306 views - 7.4 KB)

Last edited by RavensBro; 11-29-2015 at 10:09.
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Powerlord
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Old 09-01-2015 , 21:38   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #73

Quote:
Originally Posted by RavensBro View Post
OK I got it working now with the help of PowerLoad Hunstman Hell plugin.

Version 1.3.2
Let me guess, TeamNum wasn't being set?
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Chaosxk
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Old 09-01-2015 , 22:00   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #74

I don't understand what the problem was?

If mp_friendlyfire is set to 0, the explosion damage shouldn't inflict damage to teammates.
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Last edited by Chaosxk; 09-01-2015 at 22:02.
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RavensBro
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Old 09-01-2015 , 22:03   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #75

well it stop working all together after one of the updates not sure what one cause it to stop but it works now all that matters to me
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Chaosxk
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Old 09-01-2015 , 22:05   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #76

That's strange, so setting the TeamNum fixed it for you?
Because i tested it earlier today without the TeamNum and it was working for me.
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Last edited by Chaosxk; 02-10-2016 at 00:39.
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Baklap4
Member
Join Date: Feb 2016
Old 03-02-2016 , 12:56   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #77

Is it me or does
Code:
sm_explarrows_join_access
override not work?

I assumed this would enable exploding arrows for everyone who has that specific flag.
Apparently it does not.
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Chaosxk
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Old 03-02-2016 , 14:31   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #78

Quote:
Originally Posted by Baklap4 View Post
Is it me or does
Code:
sm_explarrows_join_access
override not work?

I assumed this would enable exploding arrows for everyone who has that specific flag.
Apparently it does not.
Since you bumped other threads with the same problems on overriding commands, i suggest you read this. https://wiki.alliedmods.net/Overridi...ess_(Sourcemod)
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Baklap4
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Join Date: Feb 2016
Old 03-02-2016 , 17:28   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #79

Quote:
Originally Posted by Chaosxk View Post
Since you bumped other threads with the same problems on overriding commands, i suggest you read this. https://wiki.alliedmods.net/Overridi...ess_(Sourcemod)
I bumped them because the command they say what should be working ain't working.
Not because i don't know how to set up Overriding command access i've got that working for quite a few plugins already.
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Baklap4
Member
Join Date: Feb 2016
Old 03-05-2016 , 08:32   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #80

So what is the right way to override this command?
I've already put it in admin_overrides like this:
Code:
Overrides
{
"sm_explarrows_join_access" "o"
}
Yet still everyone can access it.

Last edited by Baklap4; 03-05-2016 at 08:33.
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