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[TF2] Projectile Particles


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Roundcat
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Join Date: Feb 2012
Old 06-30-2012 , 11:50   Re: [TF2] Projectile Particles
Reply With Quote #21

.... Interesting features? Go on...
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moxie2020
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Join Date: Aug 2011
Old 07-09-2012 , 02:18   Re: [TF2] Projectile Particles
Reply With Quote #22

I just tried this and am having no luck. I am not getting any errors. I went back and tried everything on defaults. I have the cfg in the data folder too. SDK hooks is installed and error free too.

I am on the 1.4.4 version of sourcemod. Is that the issue?
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11530
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Join Date: Sep 2011
Location: Underworld
Old 07-09-2012 , 21:02   Re: [TF2] Projectile Particles
Reply With Quote #23

No, it should work fine on 1.4.4 since that's the version I'm running at the moment too. Did you perhaps configure the particles to be disabled by default (and therefore must use sm_particles to enable it on a per-person basis)?
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AeroAcrobat
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Join Date: Apr 2011
Location: lives in a circus
Old 07-09-2012 , 21:02   Re: [TF2] Projectile Particles
Reply With Quote #24

Quote:
Originally Posted by moxie2020 View Post
I just tried this and am having no luck. I am not getting any errors. I went back and tried everything on defaults. I have the cfg in the data folder too. SDK hooks is installed and error free too.

I am on the 1.4.4 version of sourcemod. Is that the issue?
working perfect here.
- - - - - - - -
can you confirm that
- tf_projectile_energy_ring (Righteous Bison? / Pomson 6000?)
- tf_projectile_healing_bolt (Crusader's Crossbow)
are working ?

I've only tested with 1 particle effect but the two wep. listed above did not worked for me :/
Thanks!
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moxie2020
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Join Date: Aug 2011
Old 07-09-2012 , 22:06   Re: [TF2] Projectile Particles
Reply With Quote #25

Quote:
Originally Posted by 11530 View Post
No, it should work fine on 1.4.4 since that's the version I'm running at the moment too. Did you perhaps configure the particles to be disabled by default (and therefore must use sm_particles to enable it on a per-person basis)?
No, I used the default settings but I did try to enable it on a per person basis and turned it off and on but I do not see the particles.
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11530
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Join Date: Sep 2011
Location: Underworld
Old 07-09-2012 , 22:45   Re: [TF2] Projectile Particles
Reply With Quote #26

Quote:
Originally Posted by AeroAcrobat View Post
working perfect here.
- - - - - - - -
can you confirm that
- tf_projectile_energy_ring (Righteous Bison? / Pomson 6000?)
- tf_projectile_healing_bolt (Crusader's Crossbow)
are working ?

I've only tested with 1 particle effect but the two wep. listed above did not worked for me :/
Thanks!
tf_projectile_healing_bolt should work although ring and sentry do not. I'm still trying to fathom why that would be the case, but it might have something to do with object parents.
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AeroAcrobat
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Join Date: Apr 2011
Location: lives in a circus
Old 07-12-2012 , 18:20   Re: [TF2] Projectile Particles
Reply With Quote #27

Code:
L 07/12/2012 - 23:58:46: [SM] Displaying call stack trace for plugin "ProjectileParticles.smx":
L 07/12/2012 - 23:58:46: [SM]   [0]  Line 291, ProjectileParticles.sp::OnEntitySpawned()
L 07/12/2012 - 23:58:46: [SM] Plugin encountered error 15: Array index is out of bounds
L 07/12/2012 - 23:58:46: [SM] Displaying call stack trace for plugin "ProjectileParticles.smx":
L 07/12/2012 - 23:58:46: [SM]   [0]  Line 291, ProjectileParticles.sp::OnEntitySpawned()
this is spamming in the error logs :S

I have attached on all projectiles, listen in your post, 1 particle.
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Last edited by AeroAcrobat; 07-12-2012 at 18:32.
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11530
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Join Date: Sep 2011
Location: Underworld
Old 07-12-2012 , 20:15   Re: [TF2] Projectile Particles
Reply With Quote #28

Plugin Updated to Version 1.1.0

This update includes the following:
  • Fixes an 'array out of bounds' error.
  • Adds a new key called 'Team' to your config file's particle list.

Using a value of 1 with the Team (or team) key, will enable team-color particles. That is, if a particle system exists in two forms, *_red* and *_blu(e)*, then the plugin will use the one relating to your team color. You can write the red or the blue version as your particle system and the plugin will change it accordingly.

Using a value of 2/3 will only allow RED/BLU team respectively to use particles. Possibly handy for things like VSH/FF2 Mode etc.
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moxie2020
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Join Date: Aug 2011
Old 07-13-2012 , 02:04   Re: [TF2] Projectile Particles
Reply With Quote #29

Quote:
Originally Posted by 11530 View Post
Plugin Updated to Version 1.1.0

This update includes the following:
  • Fixes an 'array out of bounds' error.
  • Adds a new key called 'Team' to your config file's particle list.

Using a value of 1 with the Team (or team) key, will enable team-color particles. That is, if a particle system exists in two forms, *_red* and *_blu(e)*, then the plugin will use the one relating to your team color. You can write the red or the blue version as your particle system and the plugin will change it accordingly.

Using a value of 2/3 will only allow RED/BLU team respectively to use particles. Possibly handy for things like VSH/FF2 Mode etc.
Oh man nice. Wish I saw this yesterday nice.
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sas41
New Member
Join Date: Sep 2012
Old 09-04-2012 , 16:43   Re: [TF2] Projectile Particles
Reply With Quote #30

For some Reason it wont work.
I can send you an error log if you tell me how.
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