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TF2NADES - 1.0.0.7 (28 Aug 2008)


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Muridias
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Join Date: Feb 2008
Old 08-27-2008 , 20:50   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #31

K the only problem i have is i dont hear the sounds from it.
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dotISO
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Join Date: May 2008
Old 08-27-2008 , 23:32   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #32

Here's another suggestion:
Instead of using custom models, use the ones that came with TF2. Although they're not skinned, but they do work.
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ShellShock
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Join Date: Jul 2008
Old 08-27-2008 , 23:38   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #33

This is awesome man.. nice job.
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 08-28-2008 , 01:35   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #34

Quote:
Originally Posted by dotISO View Post
Here's another suggestion:
Instead of using custom models, use the ones that came with TF2. Although they're not skinned, but they do work.
These are the models that came with TF2. I just added some skins and fixed the physics model.

Quote:
Originally Posted by ShellShock View Post
This is awesome man.. nice job.
Thanks.
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MiTaReX
Junior Member
Join Date: Aug 2008
Old 08-28-2008 , 10:29   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #35

I'm sorry, but this mod doesn't work on my server. sv_pure is 0 and i have SourceMod Snapshot 1.1.X. When i try to throw a grenade or simply write in console +nade1 or +nade2 I see in console:
] +nade1
L 08/28/2008 - 18:27:04: [SM] Native "GetEntProp" reported: Property "m_nPlayerCond" not found (entity 0/worldspawn)
L 08/28/2008 - 18:27:04: [SM] Debug mode is not enabled for "ztf2nades.smx"
L 08/28/2008 - 18:27:04: [SM] To enable debug mode, edit plugin_settings.cfg, or type: sm plugins debug 36 on


Please, help me!
P.S. That was a great work to create this mod, thanks!
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 08-28-2008 , 10:39   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #36

Sounds like it may be related to the bug in later versions SourceMod 1.1. The event handle is invalid sometimes which might be causing the client variable to be set to 0 (the world) rather than the actual client entity index.

I believe this is the version of SM I'm currently using on Windows (and it works fine):
http://svn.alliedmods.net/viewvc.cgi...s&pathrev=2831

Has anyone with the latest SM snapshot tried this plugin on Linux? Does it work there?
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Solltex
Member
Join Date: Dec 2004
Old 08-28-2008 , 12:27   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #37

linux work with this version VC
http://svn.alliedmods.net/viewvc.cgi...s&pathrev=2831
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L. Duke
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Join Date: Apr 2005
Location: Walla Walla
Old 08-28-2008 , 13:12   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #38

Nice. Thanks for letting me know.
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MoggieX
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Join Date: Aug 2007
Location: n00bville
Old 08-28-2008 , 13:16   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #39

L. Duke

Your a nutter, where Vavle bottled it and removed the nades from TF2, you added it, can;t wait to install it on one of our TF2 servers, its the biggest thing I have missed from TFC.

Matt
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teddyruxpin
Overseer of lost packets
Join Date: Feb 2008
Old 08-28-2008 , 13:18   Re: TF2NADES - 1.0.0.6 (26 Aug 2008)
Reply With Quote #40

I can confirm they work on the following running on Windows 2003.

12:172 Listing 3 plugins:
[01] SourceMod (1.1.0.2440) by AlliedModders LLC
[02] TF2 Tools (1.1.0-svn) by AlliedModders LLC
[03] SDK Tools (1.1.0-svn) by AlliedModders LLC

Only issue I had was the models where invisible after a short period of play. I suspect this was an issue with my local game client and not the actual plugin unless someone else has had the same problem?

Thanks,

-Teddy
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