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VSH VSH, old thread (v1.42) - Information/etc.


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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-14-2011 , 08:43   Re: [TF2] VS Saxton Hale Mode
#2321

machede: All your gamedata is outdated. Update all your gamedata. (SDKHooks, Sourcemod, TF2Items, etc)

x6herbius: nonono, I meant: It's wonky even without that. The plugin sets the charge level to 0.41 on round start, right? Even then, the client's own uber meter (not the one generated by the plugin) shows 40%. It's strange.
However, yes, the cause of the "I am Charged!" faking is probably that. Will fix.
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Last edited by FlaminSarge; 11-14-2011 at 08:43.
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BBG-Theory
Junior Member
Join Date: Jul 2010
Location: Durham NC
Old 11-14-2011 , 19:40   Re: [TF2] VS Saxton Hale Mode
#2322

FlaminSarge , quick related question, a few days ago there was an update to add 3 new promo items for pre ordering Saints Row: The Third however... TF2 items has not been updated since the 2nd of nov. It seems that whenever new items get in the game, this causes crashes untill TF2items gets updated. My server has not crashed but Im wondering why we were able to get away with no TF2items update a couple of days ago, or is there a ticking timebomb of server crashes hanging over us?

Also whilke I have your ear ( or eyes as the case may be ) can you comment on the BE_THE_EYEBOSS status / availablity ???

3rd and final query - beta 5 still the latest and greatest SH release?

Last edited by BBG-Theory; 11-14-2011 at 19:41.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-15-2011 , 09:51   Re: [TF2] VS Saxton Hale Mode
#2323

1) TF2Items crashing depends on whether the offset required to use GiveNamedItem changes. Adding *just* new items often DOESN'T make it change.
Sometimes, the crash is caused because Valve changes the way GiveNamedItem works, in which case not only the Gamedata for TF2Items has to be updated, but also the ext itself.
2) The correct thread to ask is in the Be the Horsemann thread.
3) Nope. It's not. Reason being:

1.37!
Requires SOURCEMOD 1.4 RELEASE OR ABOVE
Code:
1) Fixed taunt/rage.
2) Fixed rage+high five.
3) hale_circuit_stun - Circuit Stun time (0 to disable)
4) Fixed coaching bug
5) Config file for map doors
6) Fixed floor-Hale
7) Fixed Circuit stun
8) Fixed negative health bug
9) hale_enabled isn't a dummy cvar anymore
10) hale_special cmd fixes
11) 1st-round cap enables after 1 min.
12) More invalid Hale checks.
13) Backstabs act like Razorbackstab (2s)
14) Fixed map check error
15) Wanga Prick -> Eternal Reward effect
16) Jarate removes 8% of Hale's rage meter
17) The Fan O' War removes 5% of the rage meter on hit
18) Removed Shortstop reload penalty
To update you're going to want to go to tf/cfg/sourcemod/SaxtonHale.cfg, back up that file, delete it, then reload the plugin. That file will be regenerated, after which you put in your old settings.
Let me know of any issues. If you're using hale_point_type as time-based, let me know if that still works. If it doesn't I'll have to fix that.
Attached Files
File Type: sp Get Plugin or Get Source (saxtonhale.sp - 222 views - 163.6 KB)
File Type: smx saxtonhale.smx (75.3 KB, 209 views)
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Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

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Last edited by FlaminSarge; 11-15-2011 at 09:51.
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Eggman
Senior Member
Join Date: Jan 2010
Old 11-15-2011 , 13:22   Re: [TF2] VS Saxton Hale Mode
#2324

And little change from me: "VSH_OnMusic forward added"
P.S.1st post updated
Attached Files
File Type: sp Get Plugin or Get Source (saxtonhale.sp - 217 views - 164.5 KB)
File Type: smx saxtonhale.smx (75.6 KB, 215 views)
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DaftMink
Member
Join Date: Apr 2009
Old 11-15-2011 , 14:11   Re: [TF2] VS Saxton Hale Mode
#2325

Noticed a small problem with the Hale Queue Points.
You get x points when you die and another 10 when the round starts if you change class.

Also can you make the class info text messages less annoying.
It comes up when you spawn then after you dismiss that text it comes up again when the round starts.

Last edited by DaftMink; 11-15-2011 at 15:51.
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machede
Member
Join Date: Nov 2011
Location: Italia
Old 11-15-2011 , 16:45   Re: [TF2] VS Saxton Hale Mode
#2326

thanks
does not work for me, a lot of problems, I'm sorry, I surrender.
Thanks to all.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-15-2011 , 18:58   Re: [TF2] VS Saxton Hale Mode
#2327

DaftMink: looking into fixing that, but for now tell your people to use !haleclassinfotoggle.
I haven't noticed the +10 extra queue points thing.

Eggman: I made some changes to the OnMusic forward, I'll message you later today. Allows for changing the time of the sound too, and fires on every round, not just CBS/HHH.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-16-2011 , 05:09   Re: [TF2] VS Saxton Hale Mode
#2328

1.37b will be out soon with the changed VSH_OnMusic forward, but I need Eggman to test it first.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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loranger
Senior Member
Join Date: Jun 2011
Old 11-16-2011 , 05:09   Re: [TF2] VS Saxton Hale Mode
#2329

I downloaded the new 1.37 and inside the .zip, the folder name is still 1.369.

just a small mistake that can confuse some ppl

Last edited by loranger; 11-16-2011 at 05:09.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-16-2011 , 05:34   Re: [TF2] VS Saxton Hale Mode
#2330

I know, but I can't do anything about it right now.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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