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[TF2] FortWars (v6.52)


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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-02-2012 , 22:50   Re: [TF2] FortWars (v6.5)
Reply With Quote #181

Quote:
Originally Posted by Matheus28 View Post
I released an update yesterday to fix that. But map makers need to update their fw_ maps, I've updated all the default maps. You can also use Stripper:Source to fix the flag by setting the "gamemode" property to "0" in the item_teamflag entity, but that's for advanced users.
This didn't seem to fix it, most maps are still "broken" after the pyro update. Do you have any other ideas? Thanks.
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Matheus28
Senior Member
Join Date: Aug 2009
Old 07-03-2012 , 11:24   Re: [TF2] FortWars (v6.5)
Reply With Quote #182

Quote:
Originally Posted by Diviara27 View Post
I mean in arena mode there's no intel or building time. Just plain arena.
I wasn't talking to you in that post.

Quote:
Originally Posted by clutchh View Post
This didn't seem to fix it, most maps are still "broken" after the pyro update. Do you have any other ideas? Thanks.
Either fix them manually, wait for the map creator to release a new version, or use Stripper:Source.

Last edited by Matheus28; 07-03-2012 at 11:25.
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pac_man0
Junior Member
Join Date: Mar 2012
Location: Brazil
Old 07-03-2012 , 13:25   Re: [TF2] FortWars (v6.5)
Reply With Quote #183

For anyone wondering the Stripper: Source config for the maps:

Code:
modify:
{
	match:
	{
	"GameType" "4"
	"classname" "item_teamflag"
	}
	replace:
	{
	"GameType" "0"
	}
}

Last edited by pac_man0; 07-04-2012 at 15:55.
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babaj
Member
Join Date: Sep 2011
Old 07-03-2012 , 14:51   Re: [TF2] FortWars (v6.5)
Reply With Quote #184

Matheus28, I found a map of fw_bridge_a1 on the Internet. Why rename it? all of it already is ...
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Matheus28
Senior Member
Join Date: Aug 2009
Old 07-04-2012 , 11:31   Re: [TF2] FortWars (v6.5)
Reply With Quote #185

Quote:
Originally Posted by babaj View Post
Matheus28, I found a map of fw_bridge_a1 on the Internet. Why rename it? all of it already is ...
Because getting another map from another developer and modifying it and using the name of the next version of that map is bad. Now all players that downloaded that map will need to delete it in case they wanna play in the fixed version of bridge.


Quote:
Originally Posted by pac_man0 View Post
Would the Stripper: Source thingy be:

Code:
modify:
{
	match:
	{
	"GameType" "4"
	"flag_model" "models/flag/briefcase.mdl"
	"angles" "0 0 0"
	"classname" "item_teamflag"
	}
	replace:
	{
	"GameType" "0"
	}
}
?
I don't use Stripper:Source, but I think that's how it's supposed to be, can you test it? (also, remove the "angles" and "flag_model" properties).
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babaj
Member
Join Date: Sep 2011
Old 07-04-2012 , 11:58   Re: [TF2] FortWars (v6.5)
Reply With Quote #186

I rename map
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pac_man0
Junior Member
Join Date: Mar 2012
Location: Brazil
Old 07-04-2012 , 12:11   Re: [TF2] FortWars (v6.5)
Reply With Quote #187

Quote:
Originally Posted by Matheus28 View Post
I don't use Stripper:Source, but I think that's how it's supposed to be, can you test it? (also, remove the "angles" and "flag_model" properties).
Okay, I was using the "origin" propertie too, but I don't think it's needed. I'll test only with the two that remained and post here later.

EDIT: The config I posted earlier seems to be working fine, if anyone wants it.

Last edited by pac_man0; 07-04-2012 at 15:54.
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 07-19-2012 , 19:38   Re: [TF2] FortWars (v6.5)
Reply With Quote #188

Matheus28

Hi, can you help me with translate prop menu. I don't know how to do it.


All
And who can give me new props?

Thx

Last edited by XaxaXoxo; 07-19-2012 at 19:45.
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Matheus28
Senior Member
Join Date: Aug 2009
Old 07-20-2012 , 12:00   Re: [TF2] FortWars (v6.5)
Reply With Quote #189

Quote:
Originally Posted by XaxaXoxo View Post
Hi, can you help me with translate prop menu. I don't know how to do it.
You'd need to translate the strings in the script because there isn't a translation file.
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JnRmSnipes
New Member
Join Date: Jul 2012
Old 07-20-2012 , 15:14   Re: [TF2] FortWars (v6.5)
Reply With Quote #190

I have A lot of ideas for this mod. One of them is... when you select the number or the object you want to place instead of placing the object a highlighted object would show up instead if you left click you place it but if you right click you rotate it, if you want to cancel the operation then you simply press the escape key.This similar to the engi options when you place down objects.I believe that this would make building with this mod a hell lot easier.
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