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[TF2] Huntsman Hell (v1.7.2, 2014-04-04)


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thesupremecommander
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Join Date: Apr 2012
Old 05-11-2013 , 13:03   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #91

Quote:
Originally Posted by talpa View Post
maybe is u add a description or a !hellhelp command is better for new players

and if is possible disable respawn like ARENA beacouse not exist many arena maps
Quote:
Originally Posted by Powerlord View Post
Commands
  • hh_help - Display a help screen tailored to a specific server
As for preventing respawn, I don't believe that's possible in non-Arena maps. I did have an idea for a workaround for that but I never got around to testing it. You could also set the respawn time really, really high.
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nineteeneleven
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Join Date: Nov 2010
Old 05-11-2013 , 14:16   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #92

Maybe u can Strip/disable info_player_teamspawn entities after round start
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-11-2013 , 14:32   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #93

No teamspawns will lead to bad things.
Why not just move deaders to spectate, or set the respawn wave time impossibly high, as suggested earlier?
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flubber
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Join Date: Oct 2007
Old 05-12-2013 , 12:49   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #94

We gonna test this on our crazy mods server, just got two questions.

Any dedicated maps, or this will work on any?

Any way to add an option to dedicated only certain map prefix for this mod? (like HH_ or specific map tell the plugins to load as on the dodgeball maps or should i use the map dedicated cfg instead)



EDIT : Never mind, i read the OP too fast .

Last edited by flubber; 05-12-2013 at 12:58.
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pcquad
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Join Date: Jan 2012
Old 05-13-2013 , 15:01   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #95

Well , my huntsmen hell server has an average amount of 20 players a day, mostly when im on its 6v6 or 7v7.
The problem is players leave too fast, one can only play it for like half an hour and it gets boring of its monotonous gameplay and its repetitive tactics. I guess it needs some more varieties.
Players had the idea to add the class medic , that you will be forced to choose in a certain chance.

For alternation I have bigger vsh maps, stock arena maps, some custom arena maps and 1 or 2 koth maps.
Also i programmed a little plugin that rewards headshots with 25 secs hoaming arrow .

Is there anything else I could keep the gamers interest in a long-term ?
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flubber
Senior Member
Join Date: Oct 2007
Old 05-14-2013 , 03:45   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #96

Quote:
Originally Posted by pcquad View Post
Well , my huntsmen hell server has an average amount of 20 players a day, mostly when im on its 6v6 or 7v7.
The problem is players leave too fast, one can only play it for like half an hour and it gets boring of its monotonous gameplay and its repetitive tactics. I guess it needs some more varieties.
Players had the idea to add the class medic , that you will be forced to choose in a certain chance.

For alternation I have bigger vsh maps, stock arena maps, some custom arena maps and 1 or 2 koth maps.
Also i programmed a little plugin that rewards headshots with 25 secs hoaming arrow .

Is there anything else I could keep the gamers interest in a long-term ?
Yes it's hard to keep players for long game on this mod, missing something, but mixed with other (we do dodgeball, gungame and vsh on the same server) it goes smoothly, i just put it in 1 round to keep this server full.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-14-2013 , 18:53   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #97

You can override the medics crossbow bolt type with tf2items so it gets headshots.. Or yu can make it penetrate and such. Same for huntsman.

I used to have a simple gamemode that would give everyone instagib penetrating medic crossbows. It was pretty funny watching people get 4 or 5 kills with 1 shot. Add crit after deploy and crits gib for extra funs.

Edit: would also be cool to have projectile bouncing.. If the impact distance was short or something, and velocity high.
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Last edited by friagram; 05-15-2013 at 03:48.
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axiom123
Member
Join Date: May 2013
Location: Ukraine, Kiev
Old 05-26-2013 , 10:36   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #98

as with spawn and updating the inventory of weapons to the original The Huntsman instead Jarate?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 06-20-2013 , 22:11   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #99

I have been working on adding a Medics only round. I haven't figured out how to make them headshot yet, though... simply removing the no headshot attribute doesn't work. Maybe removing the healing bolt one will, I haven't tried yet.

Edit: It doesn't.
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Last edited by Powerlord; 06-20-2013 at 22:33.
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killerps
Member
Join Date: Jun 2011
Location: Libusza / Poland
Old 08-29-2013 , 08:12   Re: [TF2] Huntsman Hell (v1.6, 2013-05-06)
Reply With Quote #100

when huntsmanhell_enabled is set to 1 and then i'll change it to 0, there is no explosion, jump, class forcing etc but sometimes health is still increased on all classes.
reset m_iMaxHealth && m_iHealth somehow?

Last edited by killerps; 08-29-2013 at 08:13.
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