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[TF2] Freak Fortress 2


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FudgePoly
Senior Member
Join Date: Jul 2011
Old 04-21-2012 , 12:15   Re: [TF2] Freak Fortress 2
#391

Now it's crashing with the painis cupcake boss beause it didn't precache its files and it tries to use them over and over.. PLEASE include precaching in the next version because nothing I've tried works (hardcoding the precache, using the precaching plugin for sourcemod...).
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Majik64
Junior Member
Join Date: Jul 2011
Old 04-21-2012 , 12:30   Re: [TF2] Freak Fortress 2
#392

Whats the item class of the Conscious Objector?
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 04-21-2012 , 12:39   Re: [TF2] Freak Fortress 2
#393

Quote:
Originally Posted by Majik64 View Post
Whats the item class of the Conscious Objector?
saxxy
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Majik64
Junior Member
Join Date: Jul 2011
Old 04-21-2012 , 12:47   Re: [TF2] Freak Fortress 2
#394

Code:
	"weapon1"
	{
		"name"				"saxxy"
		"index"				"423"
	}
Doesn't work. They appear as a civi model floating. When I try "!givew saxtonname 423" it fixes it.
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 04-21-2012 , 12:55   Re: [TF2] Freak Fortress 2
#395

Quote:
Originally Posted by Majik64 View Post
Code:
	"weapon1"
	{
		"name"				"saxxy"
		"index"				"423"
	}
Doesn't work. They appear as a civi model floating. When I try "!givew saxtonname 423" it fixes it.
"The Conscientious Objector" index is 474 not 423...
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-21-2012 , 14:56   Re: [TF2] Freak Fortress 2
#396

Quote:
1.04
  1. Seeldier's minions have protection (teleport) from pits for first 4 seconds after spawn.
  2. Seeldier's minions correctly dies when owner-Seeldier dies.
  3. Added multiplier for brave jump ability in char.configs (arg3, default is 1.0).
  4. Added config key sound_fail. It calls when Boss fails, but still alive.
  5. Fixed potential exploits associated with feign death.
  6. Added ff2_reload_subplugins command to reload FF2's subplugins.
Also there is readme-files about that 2 .ff2-subplugins.

And updated Boss Selection plugin: now, this plugin does not do anything if current charset has only 1 character.
Attached Files
File Type: sp Get Plugin or Get Source (ff2_boss_selection.sp - 160 views - 3.2 KB)
File Type: smx ff2_boss_selection.smx (4.7 KB, 174 views)
File Type: zip ff2_1.04.zip (197.3 KB, 219 views)
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-21-2012 , 14:59   Re: [TF2] Freak Fortress 2
#397

Quote:
Originally Posted by Eggman View Post
Added config key sound_fail. It calls when Boss fails, but still alive.
What about a sound for when the boss is backstabbed like VSH had?
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Majik64
Junior Member
Join Date: Jul 2011
Old 04-21-2012 , 15:32   Re: [TF2] Freak Fortress 2
#398

same result
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Buzzbrad
Member
Join Date: Jan 2012
Old 04-21-2012 , 16:45   Re: [TF2] Freak Fortress 2
#399

I still have a problem where the first round the UI isnt showing, so u cant see the rage metre and the jump metre, the next round its fine
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-21-2012 , 17:19   Re: [TF2] Freak Fortress 2
#400

Quote:
Originally Posted by Buzzbrad View Post
I still have a problem where the first round the UI isnt showing, so u cant see the rage metre and the jump metre, the next round its fine
So is everyone. Could be something to do with the "first round is real game" cvar, but I doubt it.

And the problem isn't just the HUD, that would be no big deal. All abilities do not work in the first round.
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Last edited by MasterOfTheXP; 04-21-2012 at 17:20.
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