Raised This Month: $51 Target: $400
 12% 

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


Post New Thread Closed Thread   
 
Thread Tools Display Modes
SeoToX
Member
Join Date: Jul 2011
Old 10-20-2011 , 11:55   Re: [TF2] VS Saxton Hale Mode
#2231

Quote:
Originally Posted by FlaminSarge View Post
SeoToX: There was a config file included in the beta download a bit back, saxton_hale_doors.cfg (goes in sourcemod/configs). You add a line for the mapname to that file, and it will fix the moving stuff on that map (e.g. traps).
Oh thank you
SeoToX is offline
x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 10-20-2011 , 14:49   Re: [TF2] VS Saxton Hale Mode
#2232

Just for my own ends - how have you made commands like hale_next executable via chat (ie. !hale_next, /hale_next) without hooking say? All I can see in the source is

PHP Code:
RegConsoleCmd("hale_next"QueuePanelCmd); 
When I do this with my console commands they don't respond to me entering them in the chat.
x6herbius is offline
Send a message via Skype™ to x6herbius
FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 10-20-2011 , 15:23   Re: [TF2] VS Saxton Hale Mode
#2233

RegConsoleCmd("newcommand", command);
later in the plugin, you put:
PHP Code:
public Action:command(clientargs)
{
    
decl String:arg1[32];
    
GetCmdArg(1arg1sizeof(arg1));
.....} 
This will respond to /newcommand in chat, !newcommand in chat, and newcommand in console.
If you add the sm_ prefix to your command (so if I had put "sm_newcommand" up there), it will respond to /newcommand, !newcommand, sm_newcommand, !sm_newcommand, and /sm_newcommand (! and / are chat triggers, else it's a console cmd).
http://wiki.alliedmods.net/Commands_...d_Scripting%29
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 10-20-2011 at 15:24.
FlaminSarge is offline
loranger
Senior Member
Join Date: Jun 2011
Old 10-21-2011 , 03:52   Re: [TF2] VS Saxton Hale Mode
#2234

Quote:
Originally Posted by snelvuur View Post
@flamin: i think the last smx still has beta4 in the name of the gametype.
delete SaxtonHale.cfg in config/sourcemod and reload plugin.

a new cfg file will be created

--------------------------------------------------------------

New Vsh map fully tested and works 100%

Koth_lakeside converted to Vsh

http://www.mediafire.com/?qdrqq4lncvx455e




prophunt map converted to Vsh.. ph_mountain_a2

Vsh_Mountain_pb2 <<--- must try (I removed the trigger_capture in it so CP is disabled)

http://www.mediafire.com/?h17023ujyoc4ywo


enjoy and share so the VSH community keeps growing

quote FlaminSarge:
loranger: reason he ought not do that is because the version cvar has FCVAR_DONTRECORD on it, so the config doesn't ever have hale_version in it anyways.

Alright. With you workin on this plugin, things upgrade so fast, its almost hard to keep on..

Good work FlaminSarge and get and damn paypal account so I can donate

Last edited by loranger; 10-21-2011 at 05:32.
loranger is offline
FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 10-21-2011 , 04:28   Re: [TF2] VS Saxton Hale Mode
#2235

loranger: No, snelvuur should not do that.

snelvuur: it won't change til server restart b/c of what psychonic said (Game Desc only loads once, normally, from what I can see). Thus, you updated the plugin but the old game description will stick around til a restart.

loranger: reason he ought not do that is because the version cvar has FCVAR_DONTRECORD on it, so the config doesn't ever have hale_version in it anyways.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 10-21-2011 at 04:28.
FlaminSarge is offline
DaftMink
Member
Join Date: Apr 2009
Old 10-21-2011 , 15:16   Re: [TF2] VS Saxton Hale Mode
#2236

Just want to say the extension SteamTools can change the game description without a server restart now.

It's still in beta, but maybe it will be ready before you release the non-beta update.

Last edited by DaftMink; 10-21-2011 at 15:16.
DaftMink is offline
Archmage MC
Junior Member
Join Date: Oct 2011
Old 10-22-2011 , 02:27   Re: [TF2] VS Saxton Hale Mode
#2237

Alright FlaminSarge, I'm balancing the map around the different hales, though only playtesting will tell me if I did it right or not.

Now, it is possible for hale to fall into a bottomless pit, however I have it set up so that hale will teleport back to the center chamber when he falls into it an X amount of times. After that amount of times, the next fall... well you can sorta get the idea.

Also the map will kill everyone after X amount of minutes, what do you think would be a good time limit? 8 minutes? 9? or 10?

And finally, how do I fix the problem of not being able to see the green outline around hale when hes been shot with a sniper rifle?

Last edited by Archmage MC; 10-22-2011 at 02:45.
Archmage MC is offline
FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 10-22-2011 , 06:57   Re: [TF2] VS Saxton Hale Mode
#2238

The pit idea sounds pretty good, though ofc we'll have to see it in testing for whether it's good for the mod or not.

As for killing everyone after X amount of minutes, what you probably ought to do is make everyone take steady damage after that time, spawn several healthpacks that don't regenerate scattered throughout the map, and disable the respawning healthpacks.

Does the outline problem only happen for you?

DaftMink: I know.

loranger: Please PLEASE don't release maps that aren't playable yet! I'd say vsh_mountain_pb2 isn't playable because of the capture point. If you need help figuring out what to change to make it a VSH map, I can try to figure that out, but don't just post it in a half-completed state! People end up using it and it ends up breaking something.

Speaking of half-completed states, how's BETA5 running for everyone?
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 10-22-2011 at 06:57.
FlaminSarge is offline
loranger
Senior Member
Join Date: Jun 2011
Old 10-22-2011 , 11:35   Re: [TF2] VS Saxton Hale Mode
#2239

Alright, just trying to help with my noob skill. Vsh_mountain have been tested serveral times on my servers and ppl always complain to disable CP so I tought it wasnt a big deal to remove the entity "trigger_capture".

Anyways, ill keep realeasing converted map that have been tested and ill be carefull to leave or add the "trigger_capture" entity

I just dont want ppl to get bored playing the same maps over and over again.
loranger is offline
Archmage MC
Junior Member
Join Date: Oct 2011
Old 10-22-2011 , 14:09   Re: [TF2] VS Saxton Hale Mode
#2240

Well, the kill after X amount of minutes is basically Neurotoxin, but I could make it steady I suppose. Though there aren't many healthkits in areas that a soldier would camp. It would be one of those things to test I suppose.

Yeah, it only happens for me, other people can see it just fine.
Archmage MC is offline
Closed Thread



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 20:28.


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