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[TF2] Explosive Arrows (1.3.1) [6/27/2013]


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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 08-17-2013 , 00:32   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #61

tf_projectile_healing_bolt; this plugin already has an option for it, so please find it. It doesn't matter what model they are, they remained the same entity.
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Last edited by FlaminSarge; 08-17-2013 at 00:32.
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Horsedick
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Join Date: Sep 2011
Old 08-17-2013 , 10:15   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #62

Quote:
Originally Posted by FlaminSarge View Post
tf_projectile_healing_bolt; this plugin already has an option for it, so please find it. It doesn't matter what model they are, they remained the same entity.
Right I know the entity is there to be changed... not the point. I would rather the medic still shot arrows out of that crossbow and not needles as what valve changed it to. If I wanted to change the entity I could have asked about exploding sandman balls..but I didn't.

Basically what I'm saying is Valve changing the arrows to needles is stupid and I don't like it.

Last edited by Horsedick; 08-17-2013 at 10:15.
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FlaminSarge
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Join Date: Jul 2010
Old 08-21-2013 , 17:58   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #63

I'd say use models/weapons/c_models/c_leechgun/c_leechgun_proj.mdl instead. Much better.
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NathanBeesley
Junior Member
Join Date: Jan 2014
Old 01-31-2014 , 00:32   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #64

Does this plugin support admin flag usage? If it doesn't would you maybe, be able to add it?
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punish0r_122
New Member
Join Date: Jul 2012
Old 03-22-2014 , 19:41   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #65

Hello,

I would need this plugin to work with console.
if i type from my client console no problem, but if i use the server console, no chance
is it possible to fix it?
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Rob2021
Junior Member
Join Date: Mar 2014
Old 03-31-2014 , 02:54   Re: [TF2] Explosive Arrows (1.1) [12/15/12]
Reply With Quote #66

Quote:
Originally Posted by Chaosxk View Post
So far, the plugin does not have an option to enable it on everyone automatically but it will be easy to add.

As far as the other problems, i'll look into it.
Can someone with coding experience edit this so it can have a cvar that automatically puts explosive arrows on everyone in the server? I don't code, but he said it would be very easy to do and I need this badly for my server! This plugin seems so limited without this option!
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-01-2014 , 01:42   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #67

Rob, it seems the functionality you want has already been added to the plugin. Check out the list of Convars.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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prom3th3an
SourceMod Donor
Join Date: Jun 2010
Old 07-12-2014 , 19:48   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #68

Quote:
Originally Posted by Chaosxk View Post
Anyways, i'll push an update soon to add in a convar to disable RR.
So how about that update? Has anyone else got a patch that disables this on RR?
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urban_ninja
Senior Member
Join Date: Feb 2009
Old 08-12-2014 , 10:18   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #69

I like the idea of this plugin but I don't really like the way it was done. Using env_explosion indiscriminately inflicts damage and frequently end up getting team kills which just gets annoying after a while. This plugin should use its own explosion code from scratch instead of using an entity class already built into the engine.

In MvM, when sniper selects penetrating arrows, every shot blows up in the snipers face as the plugin detect the arrow spawning within the owner's hull which renders sniper unplayable. Very infuriating bug.
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 08-12-2014 , 11:22   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #70

Quote:
Originally Posted by urban_ninja View Post
I like the idea of this plugin but I don't really like the way it was done. Using env_explosion indiscriminately inflicts damage and frequently end up getting team kills which just gets annoying after a while. This plugin should use its own explosion code from scratch instead of using an entity class already built into the engine.
Weird, that doesn't happen in Huntsman Hell*. Then again, the only thing I took from this plugin was that you needed to use an env_explosion to create the actual explosion to deal damage. I'll have to see what I did differently...



...OK, back. Turns out that I properly set the team on the env_explosion in Huntsman Hell, which this plugin doesn't do. I also don't set spawnflags, rendermode, or fireballsprite... dunno if those make a difference or not.

* Although it does fire SDKHooks TakeDamage hooks. This is despite it doing 0 damage to teammates. Note that this doesn't apply to the owner entity, who still takes damage.
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