Raised This Month: $32 Target: $400
 8% 

VSH VS. Saxton Hale Version 2 - v2.12.1 Dev


Post New Thread Reply   
 
Thread Tools Display Modes
nergal
Veteran Member
Join Date: Apr 2012
Old 05-08-2020 , 14:15   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #121

Quote:
Originally Posted by Laser32 View Post
I have a new server. the plugin was installed correctly. All files uploaded. The fast download works too. But I only see errors instead of the models
did you restart your game and then reconnect?
__________________
nergal is offline
Dayornight
Junior Member
Join Date: Jan 2020
Old 06-03-2020 , 15:57   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #122

Would be nice to have the teleport when receiving a "trigger_hurt" only occur on certain damage values. Some maps have flaming torches or cacti that damage the player at a rate of 1 health per second. It's kind of annoying for Saxton Hale to be teleported upon touching one of those.

Allowing the server owners to set a certain threshold in the .cfg for when the teleports should start occuring, would be welcoming addition.
Dayornight is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 06-04-2020 , 21:00   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #123

Quote:
Originally Posted by Dayornight View Post
Would be nice to have the teleport when receiving a "trigger_hurt" only occur on certain damage values. Some maps have flaming torches or cacti that damage the player at a rate of 1 health per second. It's kind of annoying for Saxton Hale to be teleported upon touching one of those.

Allowing the server owners to set a certain threshold in the .cfg for when the teleports should start occuring, would be welcoming addition.
that doesn't make sense, VSH2 only teleports a boss if the gamemode manager requires it OR the boss would've taken enough damage that it would kill them in one touch.
__________________
nergal is offline
Dayornight
Junior Member
Join Date: Jan 2020
Old 06-06-2020 , 10:20   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #124

Quote:
Originally Posted by nergal View Post
that doesn't make sense, VSH2 only teleports a boss if the gamemode manager requires it OR the boss would've taken enough damage that it would kill them in one touch.
I read your code and I changed this in modules/handler.sp

Code:
if( gamemode.bTeleToSpawn || damage >= victim.iHealth )
To...

Code:
if( gamemode.bTeleToSpawn && damage >= victim.iHealth )
Doesn't teleport any boss upon receiving a trigger_hurt lower than its health anymore, but I haven't tested it for trigger_hurts above his health. And it still gives HHH the instant teleport upon receiving >= 200 damage per tick.

EDIT: it doesn't teleport the Boss back when the trigger is higher than its health, but it does instantly give 1000% jump which I personally find better for my server.

Last edited by Dayornight; 06-07-2020 at 16:19.
Dayornight is offline
GHOST_killer
New Member
Join Date: Jul 2020
Old 07-22-2020 , 20:17   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #125

Problem with HHH, for some reason he has another Headtaker inside him, how can I make it disappear?

Last edited by GHOST_killer; 07-24-2020 at 12:23.
GHOST_killer is offline
ArmorKeik
New Member
Join Date: Aug 2020
Old 08-30-2020 , 21:24   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #126

El enlace de "VSH 2 WIKI" está caído.

The "VSH 2 WIKI" link is down.

Last edited by ArmorKeik; 08-30-2020 at 21:25.
ArmorKeik is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 08-31-2020 , 11:32   Re: VS. Saxton Hale Version 2 - v2.6.16 Dev
Reply With Quote #127

Quote:
Originally Posted by ArmorKeik View Post
El enlace de "VSH 2 WIKI" está caído.

The "VSH 2 WIKI" link is down.
fixed it.
__________________
nergal is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 12-29-2020 , 16:15   Re: VS. Saxton Hale Version 2 - v2.9.27 Dev
Reply With Quote #128

I'd like to give a quick update that, thx to ALOT of help from 01Pollux, the Freak Fortress 2 Compatibility Engine is now available for use as open-beta!

Now you can run your favorite FF2 bosses from VSH2 itself!

Subplugins OTOH might require recompiling with the custom FF2 include file necessary to run from VSH2.
__________________
nergal is offline
WhiteFalcon
Member
Join Date: Nov 2019
Old 12-31-2020 , 03:41   Re: VS. Saxton Hale Version 2 - v2.9.27 Dev
Reply With Quote #129

Sorry for hijacking your thread nergal
Most of the subplugins are hosted here, a fork from BatFoxKid's repo.
If anyone found a problem compiling/getting a plugin to work properly, feel free to make a PR or post an issue there.
WhiteFalcon is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 01-04-2021 , 16:15   Re: VS. Saxton Hale Version 2 - v2.9.27 Dev
Reply With Quote #130

Quote:
Originally Posted by WhiteFalcon View Post
Sorry for hijacking your thread nergal
Most of the subplugins are hosted here, a fork from BatFoxKid's repo.
If anyone found a problem compiling/getting a plugin to work properly, feel free to make a PR or post an issue there.
No problem, I've even added that link to the repo README
__________________
nergal is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 17:32.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode