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[TF2] PropHunt 1.93


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Rare07
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Join Date: Oct 2009
Old 10-23-2009 , 12:24   Re: [TF2] PropHunt (the Original)
Reply With Quote #21

I have looked everywhere for mm:s 1.8 plz link me
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Geit
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Old 10-23-2009 , 12:29   Re: [TF2] PropHunt (the Original)
Reply With Quote #22

Quote:
Originally Posted by Rare07 View Post
I have looked everywhere for mm:s 1.8 plz link me
http://www.sourcemm.net/mmsdrop/1.8/....8.0-hg657.zip
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Rare07
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Old 10-23-2009 , 12:51   Re: [TF2] PropHunt (the Original)
Reply With Quote #23

Thx

How do you add the SetFailState and where do you add it?

Soz im not a programmer so plz help me out.
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toazron1
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Join Date: Oct 2006
Old 10-23-2009 , 13:47   Re: [TF2] PropHunt (the Original)
Reply With Quote #24

I am unable to compile this.

It seems the tryRemove() function is missing from the sp.
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Darkimmortal
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Join Date: Aug 2008
Old 10-23-2009 , 14:16   Re: [TF2] PropHunt (the Original)
Reply With Quote #25

Quote:
Originally Posted by toazron1 View Post
I am unable to compile this.

It seems the tryRemove() function is missing from the sp.
Seems the forum jumbled up all the code :/ (functions put inside other functions, comments taking out hundreds of lines etc.)

Anyway, it's zipped now and I can confirm it compiles correctly.
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toazron1
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Old 10-23-2009 , 15:24   Re: [TF2] PropHunt (the Original)
Reply With Quote #26

Fixed it. Thanks
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emuzombie
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Join Date: Sep 2009
Location: Wisconsin, US
Old 10-23-2009 , 15:33   Re: [TF2] PropHunt (the Original)
Reply With Quote #27

Quote:
Originally Posted by Darkimmortal View Post
That would suggest that, for some reason, the code that runs when M1 is held is always running, resulting in choppy, server-side movement.

Also your DukeHacks is out of date (0.1.9 instead of 0.2.0) - that might be the cause.
Yep, I updated dukehacks and now works as it should. Thanks.
Quote:
Originally Posted by Darkimmortal
Seems the forum jumbled up all the code :/ (functions put inside other functions, comments taking out hundreds of lines etc.)

Anyway, it's zipped now and I can confirm it compiles correctly.
Thanks, I thought I was going crazy looking over the code. Glad to know I wasn't
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Last edited by emuzombie; 10-23-2009 at 15:36.
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msleeper
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Join Date: May 2008
Location: Atlanta, Jawjuh
Old 10-23-2009 , 15:54   Re: [TF2] PropHunt (the Original)
Reply With Quote #28

Well played. Congrats.
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toazron1
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Join Date: Oct 2006
Old 10-23-2009 , 18:02   Re: [TF2] PropHunt (the Original)
Reply With Quote #29

Couple of problems we had while testing

Sometimes the red team would not able able to see their current body in third person, rather their dead body from the previous round.

also:
Code:
L 10/23/2009 - 17:58:23: [SM] Native "SDKCall" reported: NULL not allowed
L 10/23/2009 - 17:58:23: [SM] Displaying call stack trace for plugin "prophunt.smx":
L 10/23/2009 - 17:58:23: [SM]   [0]  Line 2054, C:\Programming\SourceMod\prophunt.sp::GiveWep()
L 10/23/2009 - 17:58:23: [SM]   [1]  Line 2298, C:\Programming\SourceMod\prophunt.sp::Event_player_death()
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Darkimmortal
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Join Date: Aug 2008
Old 10-23-2009 , 18:07   Re: [TF2] PropHunt (the Original)
Reply With Quote #30

Check that you installed the Data Pack correctly.

Also the offsets in givenameditem.games.txt might be wrong for your OS.
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Last edited by Darkimmortal; 10-23-2009 at 18:11.
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