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[TF2] PropHunt Redux (v3.3.3, 2015-07-12)


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Powerlord
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Old 10-31-2013 , 10:20   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #41

Quote:
Originally Posted by Mike_BoG View Post
I may also add that we're running class restrictions, that might have something to do with it.
Hmm... that's possible.

Actually, I think I've seen this on your server before even on PropHunt 1.9.3.

I suppose I could change when it tries to remove the player's custom model, such as have it do so at the end of the round instead of the start of the following round and see if that fixes the problem...

Edit: Try this version.

Edit 2: No, I spotted an error in that version... need to rework it a bit.

Edit 3: OK, this time it should really work... I've basically changed it so PH is now always responsible for switching player teams, whereas it was only responsible for it if one team killed everyone on the other team before. Let me know immediately if you see issues with this version.
Attached Files
File Type: sp Get Plugin or Get Source (prophunt.sp - 112 views - 93.1 KB)
File Type: smx prophunt.smx (42.0 KB, 127 views)
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Last edited by Powerlord; 10-31-2013 at 10:42.
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Mike_BoG
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Old 10-31-2013 , 12:39   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #42

Quote:
Originally Posted by Powerlord View Post
Hmm... that's possible.

Actually, I think I've seen this on your server before even on PropHunt 1.9.3.

I suppose I could change when it tries to remove the player's custom model, such as have it do so at the end of the round instead of the start of the following round and see if that fixes the problem...

Edit: Try this version.

Edit 2: No, I spotted an error in that version... need to rework it a bit.

Edit 3: OK, this time it should really work... I've basically changed it so PH is now always responsible for switching player teams, whereas it was only responsible for it if one team killed everyone on the other team before. Let me know immediately if you see issues with this version.
Going to report back whether or not it worked. Just need the server to fill up.

EDIT: Nope, still broken, people are still looking like props while being Pyros.
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Last edited by Mike_BoG; 10-31-2013 at 13:00.
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Powerlord
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Old 11-05-2013 , 10:49   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #43

I've been hearing reports that spellbooks aren't being blocked for RED players.

So, I made a slight change that I hope fixes the issue. If you still see spellbooks on RED, let me know... I won't have a chance to test this until I switch my test server back.

And, if they're still visible, I need to file a bug report over on the TF2Items forum since this behavior should work to block it...

Quote:
Originally Posted by Mike_BoG View Post
Going to report back whether or not it worked. Just need the server to fill up.

EDIT: Nope, still broken, people are still looking like props while being Pyros.
No idea what else to do to fix this, seeing as how I'm resetting the player model before the round ends... and for whatever reason, I wasn't seeing this on my test server.
Attached Files
File Type: sp Get Plugin or Get Source (prophunt.sp - 134 views - 93.1 KB)
File Type: smx prophunt.smx (42.0 KB, 210 views)
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Z3 3V1L Firefox
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Old 11-05-2013 , 12:00   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #44

Hi dont know if it belongs here but i made a map for prophunt https://www.dropbox.com/s/gocusy7ma4...ratory_rc1.rar or here http://tf2.gamebanana.com/maps/177328 .cfg is included in rar
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friagram
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Old 11-08-2013 , 12:06   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #45

Powerlord, spellbook is a weapon, also it has an associated model if using the fancy version, tf2removeallweapns annahilates it afaik. You could also kill it's entity (but youll manually have to find its associated wearable)
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Last edited by friagram; 11-08-2013 at 12:06.
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Powerlord
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Old 11-25-2013 , 10:58   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #46

Apparently this plugin got Approved at some point.

Quote:
Originally Posted by Z3 3V1L Firefox View Post
Hi dont know if it belongs here but i made a map for prophunt https://www.dropbox.com/s/gocusy7ma4...ratory_rc1.rar or here http://tf2.gamebanana.com/maps/177328 .cfg is included in rar
I'll have to put this on my server at some point. I take it the only difference between the old config and new config are that the new one has relays and doors set to 1?

Quote:
Originally Posted by friagram View Post
Powerlord, spellbook is a weapon, also it has an associated model if using the fancy version, tf2removeallweapns annahilates it afaik. You could also kill it's entity (but youll manually have to find its associated wearable)
In what testing I've done, TF2Items hg258 appears to be correctly blocking spellbooks using TF2Items_OnGiveNamedItem. Not sure why other people are having issues with it.
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Last edited by Powerlord; 11-25-2013 at 11:00.
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Powerlord
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Old 11-26-2013 , 10:59   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #47

luvedragon has released a new version of Manorgrounds: ph_manorgrounds_a4. I've also attached the new config file to this post. These will both replace the existing Manorgrounds files in the Resource Pack and Data Pack at a later date.

The specific changes to the map are:
  • Reopened the shed
  • Closed the useless balcony area
  • Changed/removed some health/ammo packs
  • Moved/added some props
  • Finally fixed the magical disappearing crates
  • Only one of the ghosts in the secret room kill you now
  • Readded the small tree prop
  • Reduced map time by 30 seconds
  • Probably some other stuff I already forgot about
While I'm at it, here's the fixed config file for ph_laboratory_rc1, which should make it into the next PHDataPack update (although I need to double check that it works as intended).
Attached Files
File Type: cfg ph_manorgrounds.cfg (1.1 KB, 126 views)
File Type: cfg ph_laboratory.cfg (1.5 KB, 139 views)
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Last edited by Powerlord; 11-26-2013 at 11:22.
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Powerlord
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Old 11-26-2013 , 11:57   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #48

Updated the PropHunt Data Pack. Changes this time around:
  • prophunt_config
    • The Amputator and Solemn Vow should now be replaced with the Bonesaw instead of completely blocked.
    • The regular Frontier Justice is no longer replaced by the stock shotgun because people were complaining about it.
    • Fixed a bug with the Festive Frontier Justice (which wasn't blocked when the normal one was) doing more damage than intended... it was doing 20% more damage than the non-Festive FJ before it was blocked
    • Added a new section for multi-class Melee weapons. None of these weapons are currently blocked or replaced, but the section is included for completeness.
  • Added ph_laboratory config
  • Updated ph_manorgrounds config for version a4.
With the exception of the Gold Frying Pan, none of the Australium weapons are their own separate weapon... it's just an attribute on the weapon itself. Therefore, no new weapons got added to the block list.
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Last edited by Powerlord; 11-26-2013 at 12:02.
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Agamemnus
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Old 11-27-2013 , 19:51   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #49

Thanks so much for this. I love PropHunt!
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flocke0
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Join Date: Apr 2013
Location: Germany
Old 11-28-2013 , 03:44   Re: [TF2] Prop Hunt Redux (v3.0.0 beta 3, 2013-10-14)
Reply With Quote #50

Is this plugin stable / ready for usage yet? I assume its not considering the beta in the name but Id like to create a new server using it.

Last edited by flocke0; 11-28-2013 at 03:44.
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