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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 10-12-2012 , 22:37   Re: [TF2] VS Saxton Hale Mode
#3481

Quote:
Originally Posted by FlaminSarge View Post
I was also under the impression that everything released on AlliedMods is by people that support the idea of open-source things.
Yes, but that still doesn't have to do with why it's called SourceMod (emphasis Huntereb's).
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nergal
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Join Date: Apr 2012
Old 10-13-2012 , 00:11   Re: [TF2] VS Saxton Hale Mode
#3482

out of what Huntereb says, I have decided to release my modded VSH 1.39c out since 1.39c is now rendered obsolete by the newest TF2 update.
Attached Files
File Type: sp Get Plugin or Get Source (saxtonhale1.39c.sp - 104 views - 216.2 KB)
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Last edited by nergal; 10-13-2012 at 00:12.
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Huntereb
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Join Date: Jul 2012
Old 10-13-2012 , 00:59   Re: [TF2] VS Saxton Hale Mode
#3483

I had in mind that SourceMod meant "The Source Engine" and "Open source". Considering the fact that everyone gets yelled at for not posting the source to a plugin and only uploading the compiled version.
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nergal
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Old 10-13-2012 , 14:59   Re: [TF2] VS Saxton Hale Mode
#3484

Quote:
Originally Posted by Huntereb View Post
I had in mind that SourceMod meant "The Source Engine" and "Open source". Considering the fact that everyone gets yelled at for not posting the source to a plugin and only uploading the compiled version.
The idea of SourceMod is to mod the source engine, even though it uses PAWN scripting, its not a bad language even though I prefer Lua.

I also heard from someone that u can make plugins in C++ rather than PAWN ?
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Last edited by nergal; 10-13-2012 at 15:00.
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asherkin
SourceMod Developer
Join Date: Aug 2009
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Old 10-13-2012 , 15:03   Re: [TF2] VS Saxton Hale Mode
#3485

Quote:
Originally Posted by nergal View Post
I also heard from someone that u can make plugins in C++ rather than PAWN ?
SourceMod itself is a plugin written in C++.
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Powerlord
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Old 10-13-2012 , 15:24   Re: [TF2] VS Saxton Hale Mode
#3486

Quote:
Originally Posted by nergal View Post
I also heard from someone that u can make plugins in C++ rather than PAWN ?
Extensions are written in C++.
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Last edited by Powerlord; 10-13-2012 at 15:26.
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nergal
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Join Date: Apr 2012
Old 10-13-2012 , 19:03   Re: [TF2] VS Saxton Hale Mode
#3487

ahhh, but wouldnt it have been easier to create plugins using Lua rather than PAWN?

from what I know about Lua compared to PAWN is that Lua is very extensively used in games, even the sourcemod game Fortress Forever uses it extensively.
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BAILOPAN
Join Date: Jan 2004
Old 10-13-2012 , 19:24   Re: [TF2] VS Saxton Hale Mode
#3488

It is certainly true that Lua is used in some games. Not SourceMod though, so if you want to write SourceMod scripts you'll have to learn SourcePawn ;)
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FlaminSarge
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Join Date: Jul 2010
Old 10-14-2012 , 05:44   Re: [TF2] VS Saxton Hale Mode
#3489

Mario and Hitler. Classy.

Somebody was asking about Hale being on blue not red or whatever, and they didn't take note of the hale_force_team convar.

Please pay attention.

(Firefly86)
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Last edited by FlaminSarge; 10-14-2012 at 05:48.
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 10-14-2012 , 12:34   Re: [TF2] VS Saxton Hale Mode
#3490

Alright guys. I feel silly lol.

Edit: So ever since v1.38 to the latest version, HHH has been having a problem where sometimes his melee hits do a sort of 'half swing' and don't really register, which is annoying because you can't attack or hit anyone while this happens.

I'm not sure but I think it happens more often while holding MOUSE2 as if to prime your teleportation.
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Last edited by Chdata; 10-15-2012 at 03:00.
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