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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-08-2011 , 05:55   Re: [TF2] VS Saxton Hale Mode
#1891

Alright. Will add compatibility for that in next update. Right now, though, I'm trying to compile a list of changes to code for the tiny fix updates to 1.362, because Eggman wants to put the fixes in Freak Fortress. Finding what I changed is hard :/
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mehmetali
Senior Member
Join Date: Jan 2010
Location: Turkey
Old 09-08-2011 , 21:49   Re: [TF2] VS Saxton Hale Mode
#1892

Quote:
Originally Posted by MaloModo View Post
I went through the whole dodgeball extension thing and screwing with other gametypes etc. I went with this dodgeball plugin which does not reguire and extension. Works on same maps with tfdb prefix. I suggest you try it as well.

http://forums.alliedmods.net/showthr...ight=dodgeball

PS I also remember had some problems with tf2items and dev branches...switching to stable releases helped significantly. I just can't recall exactly what it is
yep.

I now jump sm 1.3.8 stable
and use this dodgeball.. now nothing error

thanks for help
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sideeffect
Junior Member
Join Date: Sep 2011
Old 09-10-2011 , 11:55   Re: [TF2] VS Saxton Hale Mode
#1893

pyro airblast delay - 3 second is not working

Is this normal?
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 09-10-2011 , 12:38   Re: [TF2] VS Saxton Hale Mode
#1894

Quote:
Originally Posted by sideeffect View Post
pyro airblast delay - 3 second is not working

Is this normal?
No, cause its working fine over here
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dbmiller5
Senior Member
Join Date: Jun 2011
Old 09-10-2011 , 15:00   Re: [TF2] VS Saxton Hale Mode
#1895

Hi guys,

I am running a 24/7 VSH death race server. I am trying to remove all the special characters and only have Saxon Hale. I tried using hale_specials 0 both in the VSH config file and in server.cfg. For some reason, this does not work, any suggestions?

I am running version: 1.363
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 09-10-2011 , 15:28   Re: [TF2] VS Saxton Hale Mode
#1896

Quote:
Originally Posted by dbmiller5 View Post
Hi guys,

I am running a 24/7 VSH death race server. I am trying to remove all the special characters and only have Saxon Hale. I tried using hale_specials 0 both in the VSH config file and in server.cfg. For some reason, this does not work, any suggestions?

I am running version: 1.363
When you login through rcon and type "rcon sm_hale_specials" if it says 0 then somethings up with the plugin, if it says 1 then you entered it inot the config wrong. Try adding hale_specials "0".

But if its the plugin, use this other plugin http://forums.alliedmods.net/showthread.php?p=720700

and add this to the the cvars
sm_rtrigs_end "sm_hale_special 0"
sm_rtrigs_start "sm_hale_special 0"

This will make it so that at the end/start of every round the next hale will only be saxton, u can use this untill the plugin is fixed. BE SURE to use sm_hale_special NOT sm_hale_specials for this method.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-10-2011 , 20:13   Re: [TF2] VS Saxton Hale Mode
#1897

Quote:
Originally Posted by sideeffect View Post
pyro airblast delay - 3 second is not working

Is this normal?
I thought I removed the pyro airblast delay? Instead, I made airblasting Hale take up a bit of extra ammo, add time to a Vagineer's uber, and add rage in general.

Quote:
Originally Posted by Unreal1 View Post
When you login through rcon and type "rcon sm_hale_specials" if it says 0 then somethings up with the plugin, if it says 1 then you entered it inot the config wrong. Try adding hale_specials "0".

But if its the plugin, use this other plugin http://forums.alliedmods.net/showthread.php?p=720700

and add this to the the cvars
sm_rtrigs_end "sm_hale_special 0"
sm_rtrigs_start "sm_hale_special 0"

This will make it so that at the end/start of every round the next hale will only be saxton, u can use this untill the plugin is fixed. BE SURE to use sm_hale_special NOT sm_hale_specials for this method.
This is terrible, bad idea. First of all, the cvar is hale_special. Second, make sure that the config you're using to set the cvar is tf/cfg/sourcemod/SaxtonHale.cfg. Any other config file won't work.
__________________
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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Eggman
Senior Member
Join Date: Jan 2010
Old 09-11-2011 , 04:20   Re: [TF2] VS Saxton Hale Mode
#1898

Quote:
Originally Posted by Eggman View Post
hale_first_round (Default 0) - If it's 0, first round will be default arena.

<...>

Changelogs:
1.364
  1. Added convar hale_first_round (default 0). If it's 0, first round will be default arena.
  2. Added more translations.
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cocacolafire
Junior Member
Join Date: Feb 2011
Old 09-11-2011 , 06:13   Re: [TF2] VS Saxton Hale Mode
#1899

Sorry for being a noob, but I'm having problems with making the gamemode work.

I've added every single plugin needed, and the game mode *loads* in the console, but in the game itself, there's no Saxton Hale and its just a regular game of TF2.

Here's the screenshot of the console:


It is running the latest version, 1.364, with the Amplifier mod. SourceMod and MetaMod Source latest dev versions are also installed.

Any help would be nice

Last edited by cocacolafire; 09-11-2011 at 06:31.
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x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 09-11-2011 , 06:34   Re: [TF2] VS Saxton Hale Mode
#1900

Does the mod work with bots? Considering they count as fake clients (I think) and your player names are bot names (so I'm assuming you're using them), that might be a hiccup.
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