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[TF2] PropHunt 1.93


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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 10-28-2009 , 15:58   Re: [TF2] PropHunt 1.1
Reply With Quote #121

I cant compile it. Can anyone tell me how to compile prophunt.sp , please?

Last edited by wasder; 10-28-2009 at 17:16.
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 10-28-2009 , 22:51   Re: [TF2] PropHunt 1.2
Reply With Quote #122

1.2 released.

Not exactly the most exciting changelog ever, but there wasn't much to add
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hextasy
Member
Join Date: Oct 2009
Location: Rochester, NY
Old 10-29-2009 , 01:47   Re: [TF2] PropHunt 1.2
Reply With Quote #123

much props for this, <3 the updates.

the audible timer for the pyro's, the updated points, no more dropped weapons next to the last prop.

Great mod - works awesome on *nix too!
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Mustang
Junior Member
Join Date: Feb 2009
Old 10-29-2009 , 04:18   Re: [TF2] PropHunt 1.2
Reply With Quote #124

Updated to v1.2
The Group Thing - PropHunt v1.2 [Ranked] | Alpha-Networks
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Arcanus
SourceMod Donor
Join Date: Sep 2009
Location: Near Philadelphia, PA
Old 10-29-2009 , 15:59   Re: [TF2] PropHunt 1.2
Reply With Quote #125

My team has been delighted with the plugin and we thank the author for the work.

A few months back our team attempted to run a map competition with about $250 in prizes but was rebuffed by the map community we approached who didn't like our theme of "verticality" (hey, I like 3D maps). We were thinking of rerunning it with the them of "PropHunt" and I'm looking for feedback, particularly from map makers. I can provide a rules draft to anyone interested.

In short, the map maker keeps all rights to the map but must let other servers run the map. Also, we'd ask to include a small note of endorsement (link to picture of target size). The winner would be community selected by participating players.

Please PM me if you represent any sort of mapping community who'd like to help my team sculpt an event.
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Dislexsick
Junior Member
Join Date: Apr 2009
Location: Adelaide, Australia
Old 10-29-2009 , 22:02   Re: [TF2] PropHunt 1.2
Reply With Quote #126

Hi, <3 the plugin however having some little problems.

My server runs several gamemodes - so I only load the plugins when needed. (Details of how it was/now is done here: https://forums.alliedmods.net/showthread.php?t=107689)

However this plugin will ONLY load if it is loaded at the map start OR manually through RCON - If it is put in a config the rest of the config works (I know this because it changes hostname to add "[Playing: PropHunt]") but the plugin does not load - The command is defenitely right, I have copied it and pasted it with "rcon " before it and it loads it...

Any ideas why this is happening, else can someone either convert this pseudo-code to .sp or give me a compiled version with this added (I can make tiny edits to SourcePawn files before I get completely confused as to wtf is going on ):

Code:
IF (MapnameContains("arena_") = true OR MapnameContains("ph_") = true) {
     //MAIN PROGRAM CODE
}
(Yes I know that is probably about 0.001 seconds of coding, but I have no idea which functions to use)
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Dislexsick
Junior Member
Join Date: Apr 2009
Location: Adelaide, Australia
Old 10-30-2009 , 06:28   Re: [TF2] PropHunt 1.1
Reply With Quote #127

Quote:
Originally Posted by wasder View Post
I cant compile it. Can anyone tell me how to compile prophunt.sp , please?
Do you have the extensions in the SM installation you are using to compile it?

Now, problems of my own:

I use config files to load plugins only on the maps they are required, however this plugin will not load from a config -- Only from map start or RCON command (Even if rcon is copy+paste of config version, so no typos)

Last edited by Dislexsick; 10-30-2009 at 08:18.
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Mustang
Junior Member
Join Date: Feb 2009
Old 10-30-2009 , 12:57   Re: [TF2] PropHunt 1.2
Reply With Quote #128

Why don't you write a plugin that runs at map start to achieve what you are after
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Dislexsick
Junior Member
Join Date: Apr 2009
Location: Adelaide, Australia
Old 10-31-2009 , 10:52   Re: [TF2] PropHunt 1.2
Reply With Quote #129

Quote:
Originally Posted by Mustang View Post
Why don't you write a plugin that runs at map start to achieve what you are after
Plugins are placed in the disabled folder to stop them auto-loading. This works far better than you would think. I use Execute Configs to execute a config file which changes the hostname, cvars for the gamemode, and load the plugins using:
Code:
sm plugins load disabled/prophunt.smx
In the case of prophunt though, I ended up just using config_arena.cfg to 'exec prophunt.cfg' which works, as the hostname is changed appropriately, but the plugin does not load.

Oh, that and I don't have the first clue where to start with a plugin to do that.
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onlyamd
Senior Member
Join Date: Apr 2009
Location: Chicago,IL
Old 11-01-2009 , 14:01   Re: [TF2] PropHunt 1.2
Reply With Quote #130

Can anybody tell me why the pyro's flame would look pixilated and spray in like a square pattern? Version 1.2

Thank you

Last edited by onlyamd; 11-01-2009 at 14:47.
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