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VSH VSH, old thread (v1.42) - Information/etc.


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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-24-2014 , 17:19   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4291

Sorry for not being around; access to internet was pretty limited this week.
I wish I knew what the ammo pack function did to make ammo packs have physics (setting velocity isn't enough, friagram), but I couldn't figure it out last time I looked at it.
I'll update the gamedata so we can have eggs again, I guess. Thanks, XP, for covering.

EDIT: Try this. Will update OP if it works.
Attached Files
File Type: txt saxtonhale.txt (509 Bytes, 177 views)
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Last edited by FlaminSarge; 05-24-2014 at 20:28.
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MrBen
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Join Date: Sep 2011
Old 05-26-2014 , 04:01   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4292

Perfect, thanks Flamin.
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eminemxw88
Senior Member
Join Date: Dec 2009
Old 05-27-2014 , 11:57   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4293

thx flaminsarge!
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FlaminSarge
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Join Date: Jul 2010
Old 06-01-2014 , 06:59   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4294

Updated OP with new gamedata, since it seems to work.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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darkboy245
Senior Member
Join Date: Feb 2014
Old 06-13-2014 , 13:56   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4295

Is it possible to add new bosses? If yes, how?
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 06-13-2014 , 14:05   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4296

Quote:
Originally Posted by darkboy245 View Post
Is it possible to add new bosses? If yes, how?
https://forums.alliedmods.net/showthread.php?t=229013
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nergal
Veteran Member
Join Date: Apr 2012
Old 06-13-2014 , 15:14   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4297

Quote:
Originally Posted by MasterOfTheXP View Post
Maybe I should add a HowTo for adding custom bosses to VSH
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 06-14-2014 , 00:54   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4298

Apparently you don't need the SDKCall for ammo packs anymore, though in my prior testing setting velocity didn't work (which is the only reason I went with the SDKCall). Next bugfix update will remove that bit of gamedata.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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floube
SourceMod Donor
Join Date: Jan 2013
Location: Austria
Old 06-15-2014 , 13:49   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4299

For some reason my server is always calling "event_round_start", and it spams the server with "[VSH] VS Saxton Hale Mode is disabled. Need more players to start!" because it loops through that event.

The server is almost dying, lights start to flicker, FPS drop and ping raises.

PHP Code:
if (GetClientCount() <= || playing 2// FAILS HERE (Line: ~1419)
{
    
CPrintToChatAll("{olive}[VSH]{default} %t""vsh_needmoreplayers");
    
Enabled false;
    
VSHRoundState = -1;
    
SetControlPoint(true);
    return 
Plugin_Continue;

Halp. Why does it do that?
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Last edited by floube; 06-15-2014 at 13:50.
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 06-15-2014 , 13:52   Re: VS Saxton Hale Mode, main thread (current v1.42)
#4300

Are there...more than 2 players?

Also, SetControlPoint(true); might not work well on some maps...maybe. Just a guess, no real idea.
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