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


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Powerlord
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Old 10-27-2012 , 10:49   Re: [TF2] VS Saxton Hale Mode
#3511

Quote:
Originally Posted by CP_Matze View Post
Linux is unfortunately broken! can someone tell me what all mus be renewed?
Thank you
I tried to make a comprehensive list of things you need for the Linux version in this thread.

I will be updating it as various extensions have their official versions changes (Asherkin is going to be pushing new TF2Items and SteamTools builds, for example).
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eminemxw88
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Join Date: Dec 2009
Old 10-28-2012 , 15:42   Re: [TF2] VS Saxton Hale Mode
#3512

why do I modify the boss's HP to more than twice the boss's HP is less than 0 will die, for example, I changed three times,the boss's HP is 65xxx will die?

PHP Code:
HaleHealthMax RoundFloat(Pow(((760.0+playing)*(playing-1)), 1.04) * 3); 

Last edited by eminemxw88; 10-28-2012 at 15:44.
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MUN
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Old 10-29-2012 , 03:13   Re: [TF2] VS Saxton Hale Mode
#3513

I am getting reports that the newest version of sourcemod, tf2items, metamod, sdkhooks are causing an issue where detonator jumps are resulting in instant kills. Can anyone else confirm?
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eminemxw88
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Old 10-29-2012 , 13:25   Re: [TF2] VS Saxton Hale Mode
#3514

Quote:
Originally Posted by MUN View Post
I am getting reports that the newest version of sourcemod, tf2items, metamod, sdkhooks are causing an issue where detonator jumps are resulting in instant kills. Can anyone else confirm?
everything is normal.
-.-!!
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FlaminSarge
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Join Date: Jul 2010
Old 10-30-2012 , 02:05   Re: [TF2] VS Saxton Hale Mode
#3515

Things seem fine over here. Probably an outdated TF2Items making the Detonator do loads of self-damage.
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Mev
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Join Date: Apr 2011
Old 10-31-2012 , 07:58   Re: [TF2] VS Saxton Hale Mode
#3516

After the most recent TF2 update and having to reinstall most things I can't seem to get VSH too work, which is odd.

Everything should be fine, latest snapshots installed, etc.

The server is just Arena when I load it up, I remember other people having this issue?

Possible Solutions? Thanks!
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Old 10-31-2012 , 08:53   Re: [TF2] VS Saxton Hale Mode
#3517

Check "maps.cfg".
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Mev
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Join Date: Apr 2011
Old 11-01-2012 , 00:39   Re: [TF2] VS Saxton Hale Mode
#3518

Currently on Hale I don't think it's switching between players when selecting Hale (Same person every round)...

Can't super jump,

L 11/01/2012 - 184:47: [SM] Native "ShowSyncHudText" reported: Language phrase "vsh_health" not found
L 11/01/2012 - 184:47: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 11/01/2012 - 184:47: [SM] [0] Line 3241, C:\sourcemod\saxtonhale.sp::HaleTimer()
L 11/01/2012 - 184:47: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 11/01/2012 - 184:47: [SM] Native "VFormat" reported: Language phrase "vsh_hale_is_alive" not found
L 11/01/2012 - 184:47: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 11/01/2012 - 184:47: [SM] [0] Line 65, C:\sourcemod\include\morecolors.inc::CPrintTo ChatAll()
L 11/01/2012 - 184:47: [SM] [1] Line 1470, C:\sourcemod\saxtonhale.sp::event_round_end()

Anybody else having these issues?
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Last edited by Mev; 11-01-2012 at 03:32.
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Chdata
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Old 11-03-2012 , 14:55   Re: [TF2] VS Saxton Hale Mode
#3519

"Also the problem in 1.40 with mantreads, gunboats, bootleggers, shields, razorbacks, dawsin shields not being loaded or changed into SMGs is a problem concerning the creators of the patch, so unless they can bugfix that it's one thing I don't know if I can fix myself."

So yeah, this has been a problem that persisted before and after the Halloween update which leads me to believe it's not some problem with TF2items, any thoughts about this?

Edit: Also

Sniper rifles, when you are a sniper and are one of the last two, in 1.40, the minicrits actually lower your maximum damage. This could use a fix.

I may ask, what was wrong with just giving them crits anyway? Did you want to differentiate sydney sleeper and the normal rifle more? Or did you think it was op because of the knockback?
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Last edited by Chdata; 11-03-2012 at 15:25.
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Powerlord
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Old 11-03-2012 , 15:26   Re: [TF2] VS Saxton Hale Mode
#3520

Quote:
Originally Posted by Chdata View Post
g with just giving them crits anyway? Did you want to differentiate sydney sleeper and the normal rifle more? Or did you think it was op because of the knockback?
I'm not FlaminSarge, but I assume it was because of the knockback.
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