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[TF2] Kartify


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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 10-30-2014 , 03:59   Re: [TF2] Kartify
Reply With Quote #21

I didn't feel like releasing it when I saw someone already immediately did so buuuuut frog.
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Otokiru
Senior Member
Join Date: Apr 2012
Old 10-30-2014 , 05:53   Re: [TF2] Kartify
Reply With Quote #22

Theres a glitch, any player with cart on them wont die and ignores the map kill entity area. E.g, Like dropping outside the map.
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luki1412
Veteran Member
Join Date: Oct 2008
Location: OnPluginStart()
Old 10-30-2014 , 11:47   Re: [TF2] Kartify
Reply With Quote #23

#include "mckayupdater.sp"

Can't be compiled without your updater. Shouldn't this be optional?
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 10-30-2014 , 12:18   Re: [TF2] Kartify
Reply With Quote #24

Quote:
Originally Posted by Otokiru View Post
Theres a glitch, any player with cart on them wont die and ignores the map kill entity area. E.g, Like dropping outside the map.
I was messing around with this on a map with a kill pit and it worked fine, so I guess YMMV.
Quote:
Originally Posted by luki1412 View Post
#include "mckayupdater.sp"

Can't be compiled without your updater. Shouldn't this be optional?
You can tryinclude that if you want but I prefer to leave it as a required include so people don't get confused why the version they compiled themselves isn't auto-updating.
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 10-30-2014 , 12:31   Re: [TF2] Kartify
Reply With Quote #25

v1.1.0 is up with sm_kartifyme and kartify_spawn.
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xDeRpYx
Member
Join Date: May 2012
Location: New York
Old 10-30-2014 , 14:09   Re: [TF2] Kartify
Reply With Quote #26

Is it normal for it to lack sounds?
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WarriorDan007
Senior Member
Join Date: Apr 2014
Location: United States
Old 10-30-2014 , 14:15   Re: [TF2] Kartify
Reply With Quote #27

Quote:
Originally Posted by Dr. McKay View Post
v1.1.0 is up with sm_kartifyme and kartify_spawn.
Thanks! I'll test it out!
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 10-30-2014 , 14:39   Re: [TF2] Kartify
Reply With Quote #28

Quote:
Originally Posted by xDeRpYx View Post
Is it normal for it to lack sounds?
I heard the movement and collision sounds, but I didn't play enough of the new map to know if it's supposed to have any more. If it is, it's probably because they're not precached. I'll look into it later on today.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 10-30-2014 , 14:42   Re: [TF2] Kartify
Reply With Quote #29

I'm seeing the following new sounds in game_sounds.txt:

Spoiler


...and just for reference, the new sounds in game_sounds_vo.txt:

Spoiler



Incidentally, I'd like to remind people that PrecacheScriptSound should be able to precache those.
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Last edited by Powerlord; 10-30-2014 at 14:46.
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rymate1234
New Member
Join Date: Oct 2014
Old 10-30-2014 , 17:12   Re: [TF2] Kartify
Reply With Quote #30

I'm not entirely sure if this is a bug with the plugin or whether I'm just an idiot, but the kartify_spawn cvar doesn't appear to do anything?

I set it to 1 with the command kartify_spawn 1 in my console and upon respawn I do not stay as a kart. The command sm_kartify works though.

What might the issue be?
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