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

[TF2] Automatic Demoman Detonation


Post New Thread Reply   
 
Thread Tools Display Modes
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 10-09-2011 , 13:02   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #11

If the demo kills himself, the plugin does nothing in order to prevent crashes.
__________________
DarthNinja is offline
Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 10-28-2011 , 20:14   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #12

The offsets have changed. Anyone know the new ones?
__________________
Mecha the Slag is offline
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 10-29-2011 , 03:40   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #13

I'll update them [after] this weekend, thanks for bumping this.
__________________

Last edited by DarthNinja; 10-31-2011 at 01:24. Reason: added the "after" >.>
DarthNinja is offline
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 11-03-2011 , 08:18   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #14

Quote:
Originally Posted by Mecha the Slag View Post
The offsets have changed. Anyone know the new ones?
The offsets changed back, you can use the old gamedata.
__________________
DarthNinja is offline
snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 12-27-2011 , 10:33   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #15

New items like festive sticky launcher needs to be added no?
__________________
Arguing with a fool only proves there are two
snelvuur is offline
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 12-27-2011 , 18:13   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #16

I told you; yes.
__________________
DarthNinja is offline
snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 12-27-2011 , 19:58   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #17

missed that one.. , to much santabooze i think ;p

or i could just add the 661 itemid to it..
Attached Files
File Type: sp Get Plugin or Get Source (Kersplode.sp - 474 views - 4.8 KB)
__________________
Arguing with a fool only proves there are two

Last edited by snelvuur; 12-27-2011 at 20:06.
snelvuur is offline
napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 02-03-2012 , 10:41   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #18

Sorry for thread necromancy, but I'm curious:
how did you find out the GrenadeDetonate offset? And, does it work for pipe bombs too?


EDIT:
Yes it does
__________________

Last edited by napalm00; 02-03-2012 at 16:37.
napalm00 is offline
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 02-03-2012 , 20:54   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #19

Quote:
Originally Posted by napalm00 View Post
how did you find out the GrenadeDetonate offset?
http://wiki.alliedmods.net/Finding_Virtual_Offsets
__________________
DarthNinja is offline
Aggamemnon
SourceMod Donor
Join Date: Dec 2011
Location: Australia
Old 02-20-2012 , 21:04   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #20

I have just installed this and placed it in one of my servers to try it out.

It does not seem to be working? Have I missed anything? I placed the ConVars in the server.cfg as there were no instructions as to where they were to be placed. Perhaps this is the problem?

The FancyFlaminArrows are working fine and I followed all the steps precisely for this one also.

Best Regards
Aggamemnon
Aggamemnon 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 22:36.


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