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[TF2] Building Hats


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DJPlaya
Senior Member
Join Date: Nov 2014
Location: Germany
Old 02-23-2016 , 17:09   Re: [TF2] Building Hats
Reply With Quote #141

Quote:
Originally Posted by Pelipoika View Post
Renamed the reserved keywords
THX

@Baklap4
So to what i shall limit the sm_buildinghats_unusuals ?
The Flags
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Last edited by DJPlaya; 02-23-2016 at 17:10.
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kelvin31
Member
Join Date: May 2010
Old 02-26-2016 , 03:07   Re: [TF2] Building Hats
Reply With Quote #142

its work fine now,
but may I ask where can I find more taunt mdl?
in Steam\steamapps\common\Team Fortress 2\tf\scripts\items\items_game.txt ?
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Baklap4
Member
Join Date: Feb 2016
Old 02-26-2016 , 03:35   Re: [TF2] Building Hats
Reply With Quote #143

Quote:
Originally Posted by DJPlaya View Post
THX

@Baklap4
So to what i shall limit the sm_buildinghats_unusuals ?
The Flags
It could be the same flag as building hats is.
But when it's overrideable people are able to use their custom flags ;)
My custom flag would be 'p'

Last edited by Baklap4; 02-26-2016 at 03:37. Reason: Added some more info
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TCLG
New Member
Join Date: Apr 2016
Old 04-09-2016 , 08:07   Re: [TF2] Building Hats
Reply With Quote #144

So i added some Unusual effects Manually to the plugin (first time i ever compiled something in source) but now if a Unusual effect has more then 1 Particle or spawns other Particles (Cloudy Moon or the Bats for example) they stay even when i destroy the Building.

The thing is that some Effects that are already in the plugin dont have that bug even if its the same type of effect, Cloudy Moon is mostly the same as the other Spooky cloud effects but only the 2 that I added where bugging around.

Is there something i missed?
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 04-09-2016 , 08:48   Re: [TF2] Building Hats
Reply With Quote #145

Quote:
Originally Posted by TCLG View Post
So i added some Unusual effects Manually to the plugin (first time i ever compiled something in source) but now if a Unusual effect has more then 1 Particle or spawns other Particles (Cloudy Moon or the Bats for example) they stay even when i destroy the Building.

The thing is that some Effects that are already in the plugin dont have that bug even if its the same type of effect, Cloudy Moon is mostly the same as the other Spooky cloud effects but only the 2 that I added where bugging around.

Is there something i missed?
Some particles just don't die properly unless they are told to "Stop" before killing them, which i can't do in this plugin
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TCLG
New Member
Join Date: Apr 2016
Old 04-09-2016 , 08:53   Re: [TF2] Building Hats
Reply With Quote #146

Quote:
Originally Posted by Pelipoika View Post
Some particles just don't die properly unless they are told to "Stop" before killing them, which i can't do in this plugin
So there is no fix for this?
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 04-09-2016 , 09:09   Re: [TF2] Building Hats
Reply With Quote #147

Quote:
Originally Posted by TCLG View Post
So there is no fix for this?
None that i know of
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TCLG
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Join Date: Apr 2016
Old 04-16-2016 , 12:02   Re: [TF2] Building Hats
Reply With Quote #148

Quote:
Originally Posted by Pelipoika View Post
None that i know of
Can't you do a Workaround and just move the effect to somewhere far away on the Map?
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UB VinylScratch
Junior Member
Join Date: May 2015
Location: Massachusetts
Old 06-05-2016 , 23:18   Re: [TF2] Building Hats
Reply With Quote #149

Any way to loop the animations?
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SnapDragon
Member
Join Date: Feb 2015
Location: Under the bridge close t
Old 06-12-2016 , 07:04   Re: [TF2] Building Hats
Reply With Quote #150

Here is some extra things what i added on my hats config
Attached Files
File Type: cfg buildinghats.cfg (7.6 KB, 234 views)
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