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Mann Vs Tank (Update! 2015-31-07)


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xXDeathreusXx
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Old 04-22-2015 , 01:47   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #21

Quote:
Originally Posted by Benoist3012 View Post
My next plans are:

-Instant building to lvl 3 during setup.
-Robot disguise

If someone know something very interesting about the disguise thank to say it.
Set the model, then use SetEntProp to force it to use the skin of the enemy team rather then his own
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Benoist3012
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Old 04-22-2015 , 02:57   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #22

Quote:
Originally Posted by xXDeathreusXx View Post
Set the model, then use SetEntProp to force it to use the skin of the enemy team rather then his own
Well I tried to set the model while he is disguised and only the model of the spy is change, not the disguise
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Old 04-24-2015 , 13:35   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #23

I think if you played on the official server or on other server with Mann Vs tank with bot sometimes the giant takes a bad path to deploy the bomb, or sometimes the bots are stuck in the spawn, a sub-plugin is in comming for fix this.
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Old 04-27-2015 , 06:05   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #24

Update!

Changelog in first post
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Potato Uno
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Old 05-01-2015 , 09:16   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #25

I'm glad you chose to revive this project from the dead. Maybe if I have free time coming up (semester just ended), I can write an extension that allows server owners to easily write their own robot templates into the plugin? (Via a KeyValue file, maybe using the exact ditto pop file syntax.)
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Old 05-01-2015 , 12:09   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #26

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Originally Posted by Potato Uno View Post
I'm glad you chose to revive this project from the dead. Maybe if I have free time coming up (semester just ended), I can write an extension that allows server owners to easily write their own robot templates into the plugin? (Via a KeyValue file, maybe using the exact ditto pop file syntax.)
It wasn't dead
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Old 05-01-2015 , 12:18   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #27

Here a list of future changes:

-First blood reward:
If a red did the 1st kill then he get 7sec of crits and remove (125*numberofred)hp to the tank
If a blue did the 1st kill then, he will be allowed to be a Steel Gauntlet if he want.

-Giant Bowman
-Giant AFK check.
-Plr mod.
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Old 05-01-2015 , 13:35   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #28

So if you want to run this on non-valve pl maps (custom maps), is there some systematic way of finding out what to put in the config file?

Assume you decompiled the map and you have the vmf. What do you need to put into the config file so that this works on custom maps? I opened the file and it looked like a bunch of entities and coordinates are listed.

I tried it out a bit and I must admit, so far I am impressed. I joined your steam group in support of this. Amazing work!
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Old 05-01-2015 , 17:21   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #29

Yes, the plugin can work on custom whitout problem, I will rexplain how use the cfg in 1st post.
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Old 05-01-2015 , 21:15   Re: Mann Vs Tank (Update! 2015-11-04)
Reply With Quote #30

Got some errors on the server.

Code:
L 05/01/2015 - 13:20:48: [SM] Native "CloseHandle" reported: Handle 31e02c1 is invalid (error 3)
L 05/01/2015 - 13:20:48: [SM] Displaying call stack trace for plugin "mannvstank.smx":
L 05/01/2015 - 13:20:48: [SM]   [0]  Line 330, C:\TFSERVEUR\steamapps\common\Team Fortress 2 Dedicated Server\tf\addons\sourcemod\scripting\tmannvstank.sp::OnMapEnd()

L 05/01/2015 - 13:21:02: [SM] Native "CloseHandle" reported: Handle 31e02c1 is invalid (error 1)
L 05/01/2015 - 13:21:02: [SM] Displaying call stack trace for plugin "mannvstank.smx":
L 05/01/2015 - 13:21:02: [SM]   [0]  Line 1186, C:\TFSERVEUR\steamapps\common\Team Fortress 2 Dedicated Server\tf\addons\sourcemod\scripting\tmannvstank.sp::RoundStart()

L 05/01/2015 - 21:04:28: [SM] Native "AcceptEntityInput" reported: Entity -1 (-1) is not a CBaseEntity
L 05/01/2015 - 21:04:28: [SM] Displaying call stack trace for plugin "mannvstank.smx":
L 05/01/2015 - 21:04:28: [SM]   [0]  Line 3904, C:\TFSERVEUR\steamapps\common\Team Fortress 2 Dedicated Server\tf\addons\sourcemod\scripting\tmannvstank.sp::Timer_DeployTimer()
L 05/01/2015 - 21:04:28: [SM] Plugin "mannvstank.smx" encountered error 23: Native detected error
L 05/01/2015 - 21:04:28: [SM] Invalid timer handle 78e202d5 (error 1) during timer end, displayed function is timer callback, not the stack trace
L 05/01/2015 - 21:04:28: [SM] Unable to call function "Timer_DeployTimer" due to above error(s).


L 05/01/2015 - 21:09:39: [SM] Native "SetEventFloat" reported: Invalid game event handle 0 (error 4)
L 05/01/2015 - 21:09:39: [SM] Displaying call stack trace for plugin "mannvstank.smx":
L 05/01/2015 - 21:09:39: [SM]   [0]  Line 3633, C:\TFSERVEUR\steamapps\common\Team Fortress 2 Dedicated Server\tf\addons\sourcemod\scripting\tmannvstank.sp::OnBombReset()

L 05/01/2015 - 19:49:34: [SM] Native "GetEntProp" reported: Property "m_nBody" not found (entity 34/tf_team)
L 05/01/2015 - 19:49:34: [SM] Displaying call stack trace for plugin "mannvstank.smx":
L 05/01/2015 - 19:49:34: [SM]   [0]  Line 2337, C:\TFSERVEUR\steamapps\common\Team Fortress 2 Dedicated Server\tf\addons\sourcemod\scripting\tmannvstank.sp::GetOwner()
None of it caused the server to crash, but errors are errors nonetheless. I was just playing with one other guy in the server on pl_hoodoo_final, so you may be able to reproduce these yourself.

Overall we love the plugin so far. One thing we don't get is the boss health bar. There's one for the tank, and then there's one that appears after giants spawn. What's the health bar that appears after giants spawn supposed to represent?

Also, how come after one player becomes a giant and then gets murdered, there are no more giants that spawn in?

Last edited by Potato Uno; 05-01-2015 at 21:19.
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