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[TF2] Full Infinite Ammo


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Tylerst
Veteran Member
Join Date: Oct 2010
Old 09-21-2011 , 09:30   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #91

Quote:
Originally Posted by portalmods124 View Post
1 shot at a person or at any surface?
Just shooting anywhere will work.
Normally the crits activate once your sentry is destroyed(or when you kill a building in the case of the Diamondback), so simply setting the revenge crits won't 'activate' them, which is why you must shoot once.

It's possible I could add something to the plugin to simulate this, but it's minor enough issue that I'm probably not going to bother unless It causes problems somehow.
Tylerst is offline
TFC
Member
Join Date: Jul 2010
Old 10-04-2011 , 14:45   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #92

Hi,

I got error

Code:
 
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:17: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:17: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:17: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
L 10/03/2011 - 13:11:18: [SM] Native "TF2_RemoveCondition" reported: Failed to locate function
L 10/03/2011 - 13:11:18: [SM] Displaying call stack trace for plugin "TF2 Full Infinite Ammo.smx":
L 10/03/2011 - 13:11:18: [SM] [0] Line 120, /home/groups/alliedmodders/forums/files/9/4/3/2/5/91825.attach::OnGameFrame()
__________________
sry for bad english!
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Tylerst
Veteran Member
Join Date: Oct 2010
Old 10-13-2011 , 16:08   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #93

That isn't a problem with the plugin, sourcemod is failing to find that function. You need to update sourcemod.
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dbmiller5
Senior Member
Join Date: Jun 2011
Old 11-03-2011 , 19:46   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #94

Hi, great mod!!

I was wondering if it would be too much trouble to make a cvar to disable mad milk and jarate. I have some admins that are going nuts leveling their strange jarate/milk with this mod.

Thanks!
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 11-03-2011 , 22:05   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #95

Quote:
Originally Posted by dbmiller5 View Post
Hi, great mod!!

I was wondering if it would be too much trouble to make a cvar to disable mad milk and jarate. I have some admins that are going nuts leveling their strange jarate/milk with this mod.

Thanks!
This should fall back on you.. if you run the server tell them to stop or revoke admin...pretty simple rather than ask for a re-write of a already good working plugin.
Horsedick is offline
Tylerst
Veteran Member
Join Date: Oct 2010
Old 11-03-2011 , 23:27   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #96

Update to 2.1.1
- Bug fix for widowmaker, was setting metal to 99
- Other Minor code changes





Quote:
Originally Posted by dbmiller5 View Post
Hi, great mod!!

I was wondering if it would be too much trouble to make a cvar to disable mad milk and jarate. I have some admins that are going nuts leveling their strange jarate/milk with this mod.

Thanks!
I don't add cvars to disable specific things unless there's a lag issue(as with the sandman balls)

If you would like to disable infinite ammo for jarate/mad milk yourself, add this to the code before line 194 where it sets the ammo,
Code:
if(StrContains(weaponclassname, "tf_weapon_jar", false) != -1) continue;
then compile and use.

Cheers

Last edited by Tylerst; 11-03-2011 at 23:31.
Tylerst is offline
dbmiller5
Senior Member
Join Date: Jun 2011
Old 11-04-2011 , 20:21   Re: [TF2] Full Infinite Ammo (2.0.0 Release)
Reply With Quote #97

Quote:
Originally Posted by Tylerst View Post
Code:
if(StrContains(weaponclassname, "tf_weapon_jar", false) != -1) continue;
then compile and use.

Cheers
Worked great, thanks!!
dbmiller5 is offline
ConkertheCat
Senior Member
Join Date: Oct 2011
Location: Internet
Old 11-05-2011 , 17:42   Re: [TF2] Full Infinite Ammo
Reply With Quote #98

Quote:
Originally Posted by Tylerst View Post
[/code]Things I won't be adding:
Infiniite Buildings for Engineers: far too laggy

Shouldn't it be other's chocie to even use it if you had added it? ._.

I mean with everything else i think that be a given....please change your mind?

Last edited by ConkertheCat; 11-05-2011 at 17:43.
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Tylerst
Veteran Member
Join Date: Oct 2010
Old 11-05-2011 , 20:10   Re: [TF2] Full Infinite Ammo
Reply With Quote #99

Quote:
Originally Posted by ConkertheCat View Post
Shouldn't it be other's chocie to even use it if you had added it? ._.

I mean with everything else i think that be a given....please change your mind?
Multiple sentrys in particular can cause server-crashing amounts of lag.
I'm not going to add server-crashing type stuff to the plugin(hence why I also won't do stickies/and added a cvar do disable the balls).
I'm not sure if I could add infinite buildings without an extension either (same thing as stickies), so even if I was inclined to I'm not sure I could.

If you want infinite buildings, it's easy to edit objects.txt (and optionally use Build Restrictions to limit them for non-admins).

Edit: I replied with extra stuff in your other thread.

Last edited by Tylerst; 11-05-2011 at 20:47.
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ConkertheCat
Senior Member
Join Date: Oct 2011
Location: Internet
Old 11-05-2011 , 20:46   Re: [TF2] Full Infinite Ammo
Reply With Quote #100

Quote:
Originally Posted by Tylerst View Post
Multiple sentrys in particular can cause server-crashing amounts of lag.
I'm not going to add server-crashing type stuff to the plugin(hence why I also won't do stickies/and added a cvar do disable the balls).
I'm not sure if I could add infinite buildings without an extension either (same thing as stickies), so even if I was inclined to I'm not sure I could.

If you want infinite buildings, it's easy to edit objects.txt (and optionally use Build Restrictions to limit them for non-admins).

That would only cause lag if someone built like 100 or something.

I wouldnt go over that limit O.o

Also it wouldnt crash any server unless some idiot over did it.

Also i dont mean build infinite or something...maybe just have a very high limt for admins or something? Also i would take a crack at it myself but im new to this stuff so im unable to :c


I dont want to limit the builds by normal players or a team i just want admins to be able to build more then 1 =/ like some high number or something
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