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


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Powerlord
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Join Date: Jun 2008
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Old 03-08-2013 , 10:15   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3731

Quote:
Originally Posted by MasterOfTheXP View Post
You can spawn and equip weapons without TF2Items, though. And then TF2Attributes could change the attributes of that item. See: Ready Steady Pan Setup. ...Unless you meant something else.
That's true... although you'd have to remember to do this on every spawn, as well as remember to remove the entity of the old weapon.

And this would potentially cause problems on long maps unless you're running Create Edict Fixer as edict indexes aren't reused otherwise.
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Last edited by Powerlord; 03-08-2013 at 10:17.
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asherkin
SourceMod Developer
Join Date: Aug 2009
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Old 03-08-2013 , 10:38   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3732

Quote:
Originally Posted by Powerlord View Post
And this would potentially cause problems on long maps unless you're running Create Edict Fixer as edict indexes aren't reused otherwise.
They are reused, they are just reused when it's safe to reuse them.
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Fragancia
Junior Member
Join Date: Mar 2013
Old 03-09-2013 , 14:56   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3733

Hi, I have a question about the spy's normal watch activation time after backstabbing Hale in the newest version, it seems it got a delay of around 2 seconds similar to the Dead Ringer. I was wondering if this was intentional or not?

Last edited by Fragancia; 03-09-2013 at 14:57.
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FlaminSarge
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Join Date: Jul 2010
Old 03-10-2013 , 07:47   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3734

Yes, the reason being that normal-cloak spies now have a significant damage resistance while cloaked.

Basically: Dead Ringer spies won't have the damage resistance, but when uncloaking will not have their cloak jump down to 40% (as it normally does when uncloaking with the Dead Ringer).
Normal cloak spies will have damage resistance similar to the normal Dead Ringer, but their cloak meter will jump down to 40% when they decloak.

It balanced out fairly well in my testing so that's how it went, and I even talked about it in the thread before.

Using either cloak, you will die in about 2 hits from Hale, now, whereas before you could only do that with the Dead Ringer.
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Last edited by FlaminSarge; 03-10-2013 at 07:48.
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Fragancia
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Join Date: Mar 2013
Old 03-10-2013 , 09:52   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3735

Quote:
Originally Posted by FlaminSarge View Post
Yes, the reason being that normal-cloak spies now have a significant damage resistance while cloaked.

Basically: Dead Ringer spies won't have the damage resistance, but when uncloaking will not have their cloak jump down to 40% (as it normally does when uncloaking with the Dead Ringer).
Normal cloak spies will have damage resistance similar to the normal Dead Ringer, but their cloak meter will jump down to 40% when they decloak.

It balanced out fairly well in my testing so that's how it went, and I even talked about it in the thread before.

Using either cloak, you will die in about 2 hits from Hale, now, whereas before you could only do that with the Dead Ringer.
Alright cool. Well that means less playtime as a spy on Saxton hale for me.
I used to stand a chance against those really good hale's with the IW but now I die instantly due to that very delay.
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Drixevel
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Join Date: Sep 2009
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Old 03-10-2013 , 15:52   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3736

Code:
L 03/11/2013 - 11:44:51: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 03/11/2013 - 11:44:51: [SM] Native "VFormat" reported: Language phrase "vsh_last_update" not found
L 03/11/2013 - 11:44:51: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 03/11/2013 - 11:44:51: [SM]   [0]  Line 65, G:\scripting\include\morecolors.inc::CPrintToChatAll()
L 03/11/2013 - 11:44:51: [SM]   [1]  Line 923, saxtonhale.sp::Timer_Announce()
Would anyone happen to know where the latest version of translations is at? If it's in the 1st post, I missed it completely.
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FlaminSarge
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Join Date: Jul 2010
Old 03-11-2013 , 00:29   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3737

It is in the first post, yes, in the plugin.zip file.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Steam is for playing games.
You will be fed to javalia otherwise.
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Last edited by FlaminSarge; 03-11-2013 at 00:30.
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Drixevel
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Old 03-11-2013 , 09:02   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3738

Quote:
Originally Posted by FlaminSarge View Post
It is in the first post, yes, in the plugin.zip file.
Thank you! Cheers.
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Sorrowfire
Member
Join Date: Jul 2010
Location: <Missing String>
Old 03-12-2013 , 15:02   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3739

I was looking through the source and noticed...
Quote:
if (class == TFClass_Engineer && (IsValidEntity(primary) && primary > MaxClients ? GetEntProp(primary, Prop_Send, "m_iItemDefinitionIndex") : -1) == 141) SetEntProp(client, Prop_Send, "m_iRevengeCrits", 3);
Which applies to the Frontier Justice (141), don't you need to update that bit to work for the Festive Frontier Justice (1004) too? (Curse Festive, Botkiller, and Reskins adding more index #'s)

Last edited by Sorrowfire; 03-12-2013 at 18:31. Reason: Removed Origonal Message: I was wrong
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FlaminSarge
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Join Date: Jul 2010
Old 03-12-2013 , 20:25   Re: VS Saxton Hale Mode, main thread (current v1.41)
#3740

Probably. Nobody reminded me.

Also, made obsolete by TF2Attributes. I'll just check against the sentry revenge attribute (I could have just checked against tf_weapon_sentry_revenge, I don't know why I didn't).
__________________
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; 03-12-2013 at 20:26.
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