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[TF2] PropHunt 1.93


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xBlues
Junior Member
Join Date: Jan 2010
Old 01-09-2010 , 16:46   Re: [TF2] PropHunt 1.5
Reply With Quote #271

Cleaned all my plugins up, got most of my issues resolved...

Except blue team is dying at around a minute into the game. We were 1v1ing and for some reason the blue player would suicide 30secs-1min into the game every time for about 6 rounds. not sure what was going on there.

The HUD indicators missing was something wrong with my RTL installation, I believe, as I was still having problems with the HUD stuff until I deleted the rtl stuff and restarted my server. Apologies on that.
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toazron1
Senior Member
Join Date: Oct 2006
Old 01-09-2010 , 17:06   Re: [TF2] PropHunt 1.5
Reply With Quote #272

Couple adjustments:

Event_arena_win_panel
Move - ResetPlayer(client) up a few lines to remove the second, unless for loop.
Delete - RemoveAnimeModel(client); and move it into Event_player_spawn - (fixes the invisible player model at the end of the round)

Timer_TimeUp
use this code for ending the round rather than suiciding
PHP Code:
public Action:Timer_TimeUp(Handle:timerany:data)
{
    if(!
g_RoundOver)
        
ForceTeamWin(TEAM_RED);
    
    
g_RoundTimer INVALID_HANDLE;

PHP Code:
stock ForceTeamWin (team)
{
    new 
ent FindEntityByClassname(-1"team_control_point_master");
    if (
ent == -1)
    {
        
ent CreateEntityByName("team_control_point_master");
        
DispatchSpawn(ent);
        
AcceptEntityInput(ent"Enable");
    }

    
SetVariantInt(team);
    
AcceptEntityInput(ent"SetWinner");

Touch
Do not hook touch for every player, rather hook the entity for the control point itself using this code:
PHP Code:
public Hook_OnEntitySpawned(entity)
{
    
decl String:propName[500];
    
GetEntPropString(entityProp_Data"m_ModelName"propNamesizeof(propName));

    if(
StrEqual(propName"models/props_gameplay/cap_point_base.mdl"))
        
SDKHook(entitySDKHook_StartTouchHook_StartTouch);

You will need to use this code to hook ent spawning (which can be used for player spawning if you switch to the class change code already suggested)

PHP Code:
new bool:g_PointFound false;

public 
OnEntityCreated(entity, const String:classname[])
{
    if (!
g_PointFound)
        if (
StrEqual(classname"prop_dynamic") || StrEqual(classname"prop_static"))
        {
            
SDKHook(entitySDKHook_SpawnHook_OnEntitySpawned);
            
g_PointFound true;
        }

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Last edited by toazron1; 01-09-2010 at 17:18. Reason: code revisions
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Faltpapier
New Member
Join Date: Jan 2010
Old 01-09-2010 , 22:46   Re: [TF2] PropHunt 1.5
Reply With Quote #273

hi guys, i hope u can help me, with my problem..
the last scout, how surrived, can't shot with his scattergun. the scattergun spawn, but the scout cant shot with it, the gun will stuck on the point where it spawn! so the scout don't get the gun! in the next round the gun are still on the point where it was the round spawned before!

sorry for my english, but i hope u understood
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Darksnow0412
New Member
Join Date: Jan 2010
Old 01-09-2010 , 23:06   Re: [TF2] PropHunt 1.5
Reply With Quote #274

hi guys, i'm just wondering if its possible to have a vote option for prophunt.
i would like to be able to play normal maps on it, but be able to say, /voteprophunt and if enough people vote yes, it switches to prophunt.

is that possible?
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 01-09-2010 , 23:38   Re: [TF2] PropHunt 1.5
Reply With Quote #275

Quote:
Originally Posted by Darksnow0412 View Post
hi guys, i'm just wondering if its possible to have a vote option for prophunt.
i would like to be able to play normal maps on it, but be able to say, /voteprophunt and if enough people vote yes, it switches to prophunt.

is that possible?
You'd have to sort out some sort of map voting system - PropHunt is designed to be run as a 24/7 server.

Quote:
Originally Posted by Faltpapier View Post
hi guys, i hope u can help me, with my problem..
the last scout, how surrived, can't shot with his scattergun. the scattergun spawn, but the scout cant shot with it, the gun will stuck on the point where it spawn! so the scout don't get the gun! in the next round the gun are still on the point where it was the round spawned before!

sorry for my english, but i hope u understood
Make sure you have the latest givenameditem gamedata from the PropHunt Data Pack.
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ichthys
Veteran Member
Join Date: Dec 2004
Location: []*[]
Old 01-11-2010 , 22:32   Re: [TF2] PropHunt 1.5
Reply With Quote #276

I updated to 1.5 and it's working, but props are unable to freeze by rightclicking.

Code:
sm plugins list
[SM] Listing 20 plugins:
  01 "Rock The Vote" (1.3.0-dev) by AlliedModders LLC
  02 "Sound Commands" (1.3.0-dev) by AlliedModders LLC
  03 "MapChooser" (1.3.0-dev) by AlliedModders LLC
  04 "Anti-Flood" (1.3.0-dev) by AlliedModders LLC
  05 "Admin Help" (1.3.0-dev) by AlliedModders LLC
  06 "Basic Chat" (1.3.0-dev) by AlliedModders LLC
  07 "Player Commands" (1.3.0-dev) by AlliedModders LLC
  08 "Basic Ban Commands" (1.3.0-dev) by AlliedModders LLC
  09 "Admin File Reader" (1.3.0-dev) by AlliedModders LLC
  10 "Basic Comm Control" (1.3.0-dev) by AlliedModders LLC
  11 "Client Preferences" (1.3.0-dev) by AlliedModders LLC
  12 "Map Nominations" (1.3.0-dev) by AlliedModders LLC
  13 "Basic Commands" (1.3.0-dev) by AlliedModders LLC
  14 "RandomCycle" (1.3.0-dev) by AlliedModders LLC
  15 "Admin Menu" (1.3.0-dev) by AlliedModders LLC
  16 "Nextmap" (1.3.0-dev) by AlliedModders LLC
  17 "Reserved Slots" (1.3.0-dev) by AlliedModders LLC
  18 "Basic Votes" (1.3.0-dev) by AlliedModders LLC
  19 "Basic Info Triggers" (1.3.0-dev) by AlliedModders LLC
  20 "PropHunt" (1.2) by Darkimmortal

sm exts list
[SM] Displaying 12 extensions:
[01] Automatic Updater (1.3.0-dev): Updates SourceMod gamedata files
[02] Webternet (1.3.0-dev): Extension for interacting with URLs
[03] RunTeamLogic (1.0.3): Change the amount of players allowed on teams during arena maps
[04] TF2 Tools (1.3.0-dev): TF2 extended functionality
[05] BinTools (1.3.0-dev): Low-level C/C++ Calling API
[06] SDK Tools (1.3.0-dev): Source SDK Tools
[07] Top Menus (1.3.0-dev): Creates sorted nested menus
[08] Client Preferences (1.3.0-dev): Saves client preference settings
[09] SQLite (1.3.0-dev): SQLite Driver
[10] Dukehacks (0.0.2.0): additional game functions
[11] GeoIP (1.3.0-dev): Geographical IP information
[12] Hooker Extension (1.1.0): extension for virtual-functions hooking for plugins..
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LordVader!
Member
Join Date: Nov 2009
Old 01-11-2010 , 22:35   Re: [TF2] PropHunt 1.5
Reply With Quote #277

Could this have anything to do with it?


Changelog:



1.5:
  • It is no longer possible to freeze your prop while moving, which fixes many exploits.
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ichthys
Veteran Member
Join Date: Dec 2004
Location: []*[]
Old 01-11-2010 , 22:47   Re: [TF2] PropHunt 1.5
Reply With Quote #278

yeah, but even if you are standing still it's not possible to freeze
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ichthys
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Join Date: Dec 2004
Location: []*[]
Old 01-11-2010 , 22:51   Re: [TF2] PropHunt 1.5
Reply With Quote #279

ok so it seems like there are two copies of each prop. on the player sees which cannot be frozen that freely moves as they aim, and then one that other players see which is always upright.

This is kind of annoying for props since it's hard for them to know which way they are facing.
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Last edited by ichthys; 01-11-2010 at 23:01.
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 01-12-2010 , 11:54   Re: [TF2] PropHunt 1.5
Reply With Quote #280

Make sure you extract the updated Data Pack, particularly overwriting the sdkhooks gamedata to fix PreThink (used for click detection and other things).
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