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[ANY] Contracts


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Arkarr
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Join Date: Sep 2012
Location: Just behind my PC screen
Old 08-27-2019 , 04:12   Re: [ANY] Contracts
Reply With Quote #281

Quote:
Originally Posted by lucasp6 View Post
Phrases from Brazillian Portuguese updated.

Request: Map prefix and team to work with contracts configs
Code:
	"1"
	{
		"Contract Name"			"Kill a Hale"
		"Contract Type"			"KILL"
		"Contract Objective"	        "1"
		"Contract Chances"		"10"
		"Contract Reward"		"25"
		"Contract Map"			"vsh_,vsh_deathrun"
		"Contract Team"			"RED"
		"Contract Weapon"		"MELEE"
	}
Thank you !
I'll work on that right now.
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Argo7200
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Join Date: Aug 2019
Old 09-11-2019 , 16:44   Re: [ANY] Contracts
Reply With Quote #282

Hey, I've noticed a couple of issues with this plugin.

1. Kill contracts that require a specific weapon (such as tf_weapon_rocketlauncher) do not count kills at all.

2. Using the "kill" or "explode" commands to kill yourself will count towards kill contract progress. I noticed this with "MELEE" weapon quests at first, but I'm assuming it also occurs with other kill quest types too.

Another issue I've noticed is the Contact HUD conflicting with other text displays that operate on the same channel. Would it be possible to add a cvar to set the channel the Contract HUD uses?

Last edited by Argo7200; 09-12-2019 at 04:05. Reason: Added suggestion.
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Arkarr
Veteran Member
Join Date: Sep 2012
Location: Just behind my PC screen
Old 09-12-2019 , 16:00   Re: [ANY] Contracts
Reply With Quote #283

Quote:
Originally Posted by Argo7200 View Post
Hey, I've noticed a couple of issues with this plugin.

1. Kill contracts that require a specific weapon (such as tf_weapon_rocketlauncher) do not count kills at all.

2. Using the "kill" or "explode" commands to kill yourself will count towards kill contract progress. I noticed this with "MELEE" weapon quests at first, but I'm assuming it also occurs with other kill quest types too.

Another issue I've noticed is the Contact HUD conflicting with other text displays that operate on the same channel. Would it be possible to add a cvar to set the channel the Contract HUD uses?
Hey, thanks for using my plugin. I will look at it as soon as I can. Message me in case I forget.
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Argo7200
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Join Date: Aug 2019
Old 09-13-2019 , 04:01   Re: [ANY] Contracts
Reply With Quote #284

Gotcha. I'm really digging this plugin otherwise, the functionality is good and it's pretty much exactly what I'm looking for. Wouldn't have bothered making suggestions if I didn't think it was worth it.

I do have one more suggestion. I think I'd be a nice option to have contracts expire at the end of map time (a storeless/databaseless mode?), to create challenges that must be completed in a single game.

Last edited by Argo7200; 09-13-2019 at 10:00. Reason: Added suggestion.
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Arkarr
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Join Date: Sep 2012
Location: Just behind my PC screen
Old 09-15-2019 , 03:59   Re: [ANY] Contracts
Reply With Quote #285

Quote:
Originally Posted by Argo7200 View Post
Gotcha. I'm really digging this plugin otherwise, the functionality is good and it's pretty much exactly what I'm looking for. Wouldn't have bothered making suggestions if I didn't think it was worth it.

I do have one more suggestion. I think I'd be a nice option to have contracts expire at the end of map time (a storeless/databaseless mode?), to create challenges that must be completed in a single game.
Hey, okay, yeah, I'll do that.
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