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TF2NADES - 1.0.0.7 (28 Aug 2008)


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3_stooges_geo
Member
Join Date: Jul 2008
Location: Blackwood,New Jersey
Old 09-03-2008 , 15:42   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #101

i would rather type !stop(binded to a key) after each map change or after each connect rather than explain to each player how to use the nades.
also have a say trigger(!nades) which is shown in an advert and in the motd that brings up same help page from in game.
addsaytrigger "!nades" "1 browse http://webpage with help menu" "6"
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 09-03-2008 , 16:54   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #102

Quote:
Originally Posted by retsam View Post
Can you please do something with the help menu. Thats the most annoying thing ever. It comes up every death until you type !stop. Well, if you disconnect and reconnect, you then gotta type !stop again.

Please for the server admins, can you make a trigger that you can type to bring up the help menu. Something like, !nhelp or !nades or something please. Id rather put an advert up telling people to type a trigger for nades help rather than have some menu that pops up every death until you type a cmd, which then you cant reference again.

I had to disable the help menu cause players complain about it.
This is controlled by a convar. You can turn it off and put info in an adverts plugin (like "This server has grenades. Say !nades for info.") or not show anything at all.
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L. Duke
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Join Date: Apr 2005
Location: Walla Walla
Old 09-03-2008 , 16:56   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #103

Quote:
Originally Posted by Solltex View Post
L. Duke, i running version 1.0.0.7, and have error in logs, but not crash server, or not work plugin:
Code:
L 08/30/2008 - 10:56:34: [ztf2nades.smx] DeleteParticles: not removing entity - not a particle 'instanced_scripted_scene'
Those errors result when a round restarts and a particle the timer is looking to remove isn't there. It isn't actually an error and I'll remove the error log for that in the next version.
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Apex_
Member
Join Date: Jan 2008
Old 09-03-2008 , 17:03   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #104

Quote:
Originally Posted by L. Duke View Post
That's actually an error in the srcds engine. If you remove TF2NADES, you will see the same error in the console.
Aww man, that means it's Valve's fault and I'll have to put up with these short freezes for who knows how long before they fix it...

@prior posts regarding the help menu etc. Players whine about everything, so take your pick of the method easiest on you. I use a round start message and a say trigger, and the trigger is posted on the MOTD. If people don't read the MOTD or the round start message, there's not much more I can do.
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ShellShock
Member
Join Date: Jul 2008
Old 09-03-2008 , 22:19   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #105

Ok, im actually running - SourceMod Version: 1.0.3 - Confirmed.
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death_hawk
Member
Join Date: Jun 2008
Old 09-04-2008 , 04:15   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #106

Does the EMP remove sappers for anyone else?
I just tested it and mine removes stickies ok, but not sappers.

Oh and L Duke, 10 points good dir. This is a masterpiece.
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Dominator
Senior Member
Join Date: Mar 2008
Old 09-04-2008 , 10:00   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #107

Quote:
Originally Posted by ShellShock View Post
Ok, im actually running - SourceMod Version: 1.0.3 - Confirmed.
how?!

I modified the soure lines and took out everything that had something like tf2_igniteplayer which is why it wasn't loading and so far it works fine, I think there was only 2 lines of code that had that but I think the pyro nade doesn't work properly. How did you get yours to work?

Last edited by Dominator; 09-04-2008 at 10:25.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 09-04-2008 , 10:35   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #108

Quote:
Originally Posted by Dominator View Post
I modified the soure lines and took out everything that had something like tf2_igniteplayer which is why it wasn't loading and so far it works fine, I think there was only 2 lines of code that had that but I think the pyro nade doesn't work properly. How did you get yours to work?
TF2_IgnitePlayer() is the function that makes the napalm (pyro) nade work, so of course it doesn't work properly. You won't be able to get the napalm nade to work using a SM 1.0 build. However, if you replace the TF2_IgnitePlayer() call with one to IgniteEntity() it will at least do something, albit somewhat cheesily...
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Dominator
Senior Member
Join Date: Mar 2008
Old 09-04-2008 , 15:15   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #109

Thanks but i did this:

Code:
native IgniteEntity(client, attacker);
and

Code:
IgniteEntity(j, client);
and it gave me an error that the entity was already defined.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 09-04-2008 , 16:04   Re: TF2NADES - 1.0.0.7 (28 Aug 2008)
Reply With Quote #110

Quote:
Originally Posted by Dominator View Post
Thanks but i did this:

Code:
native IgniteEntity(client, attacker);
and

Code:
IgniteEntity(j, client);
and it gave me an error that the entity was already defined.
Delete the 1st occurance "native IgniteEntity..." (delete the whole line) and leave the 2nd one "IgniteEntity(j, client)" and you should be fine.
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