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[TF2] Freeze Tag - Updated (1.1.4) 5/12/2013


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Caliban Avenged
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Join Date: Jun 2012
Old 08-07-2013 , 09:37   [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #131

Thanks, friagram. Will check plug-ins and follow here.
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Root_
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Old 08-07-2013 , 09:42   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #132

I had similar issue, but related to friendly and enemy projectiles. You may try to hook ShouldCollide and check who is colliding via TraceRay (and change result respectivitely). Not the best way though, but working very well with my projectiles plugin.
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friagram
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Old 08-08-2013 , 00:59   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #133

Yeah, i thought about doing that. I thought there may be a cvar or collision prop/flag i could set, but no dice on that angle.
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Powerlord
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Old 08-08-2013 , 10:52   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #134

Quote:
Originally Posted by friagram View Post
Ensure that you have a working version of tf2items, but it worked fine for me using the latest snapshot. Some older versions *should* work as well. The bots should behave the same as players. When they die, they get frozen. If you shoot them, they'll get pushed around. They should not be able to move around on their own.

Unfortunate side-effect of making plaers non-solid leads to players not being able to push frozen players around if an enemy is standing inside of them. I'm not sure how to disable this PVP collision flag in tf2, but I'm sure there's a way.. I just don't know it. It has something to do with how enemies are seen as solid, but friendly players are seen as unsolid. If anyone knows how, let me know.
tf_avoidteammates 0 will make friendly players solid, if that's what you're looking for. But be aware that has implications for both griefing and spy-checking.
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Last edited by Powerlord; 08-08-2013 at 10:52.
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Root_
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Old 08-08-2013 , 11:07   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #135

I remember ETF2L implemented something like tf_avoidteammates_pushaway (prevents teammates pushing). I could not remember, but there was another similar ConVar. Seems like here it is, which does the trick, but does not headaches!
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friagram
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Old 08-09-2013 , 15:23   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #136

none of these convars change enemy collision.
if you make an enemy player non-solid, and then you stand inside of them, any amount of velocity fails to move them.
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KniL
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Join Date: Jun 2012
Old 05-11-2014 , 16:16   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #137

The models/materials doesn't work on my server.
I tried everything
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friagram
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Location: Silicon Valley
Old 05-12-2014 , 12:52   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #138

Oh wow, hmm have not run this in ages. It should load the models providing you have the cvar set and the models exist on your server. If the mod can't find the filed, it assumes you don't have them set up and doesn't load them.
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robotortoise
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Join Date: Nov 2013
Old 07-17-2014 , 14:18   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #139

So....I tried making a script to execute when a vote passes to activate freezetag.

The script contains
Code:
sm plugins load freezetag.smx
sm_freezetag_enabled 1
mp_waitingforplayers_time 60
and that's it.

It doesn't seem to work quite right. I have the plugin initially unloaded.
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friagram
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Old 07-17-2014 , 14:21   Re: [TF2] Freeze Tag - Updated (1.1.4) 5/12/2013
Reply With Quote #140

You should keep it in your disabled directory and load it from disabled/ otherwise sm will autoload it. Make sure you keep the enabled cvar on if doing that.
I think it requires a new round to start (mp_restartround 1 should do). I stopped running/developing it a long time ago as my commuity lost interest in it sadly

I think it was one of my first plugins, but it used to work just fine (though that was many updates ago)
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Last edited by friagram; 07-17-2014 at 14:25.
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