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Multiply A Weapon's Stats by 10


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krucht
New Member
Join Date: Nov 2014
Old 11-15-2014 , 05:07   Re: Multiply A Weapon's Stats by 10
Reply With Quote #41

Quote:
Originally Posted by Wliu View Post
Well then you're not looking hard enough.
It's already been posted how to solve this maybe 20 times on the forums, as well as once in this thread (hint: it's not that hard to look back a page).
can you give me the link to the post who solve the problem?
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SomePanns
Senior Member
Join Date: Dec 2013
Old 11-16-2014 , 07:55   Re: Multiply A Weapon's Stats by 10
Reply With Quote #42

No idea if this is a known problem, but the x10 plugin doesn't seem to multiplay every weapon by ten, even though they are in the vshff2.txt (yes, I'm running it on a hale server)

For example, the beggar's and the crossbow does not receive any x10 buffs, still the vshff2.txt says they should have the buff.

I have tried to restart and replace the .txt file with the one that comes in the .zip, still nothing.
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xXDeathreusXx
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Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 11-16-2014 , 12:29   Re: Multiply A Weapon's Stats by 10
Reply With Quote #43

Quote:
Originally Posted by krucht View Post
can you give me the link to the post who solve the problem?
Go to page 3 you lazy fuck, lol

We ain't gonna hold your hand to cross a bridge that's been crossed several times before, do a bit of reading before you get lazy
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koscar12
Member
Join Date: Jan 2014
Old 12-14-2014 , 04:48   Re: Multiply A Weapon's Stats by 10
Reply With Quote #44

Quote:
Originally Posted by Wliu View Post
If there's any problems running TF2x10 with FF2, notify me and I'll try to get it fixed as soon as possible.
I have something to ask.
FF2 is perfect. But TF2x10 does not load.
What I have to do?
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Wliu
Veteran Member
Join Date: Apr 2013
Old 12-14-2014 , 10:20   Re: Multiply A Weapon's Stats by 10
Reply With Quote #45

Are there any errors in your error logs?
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xXDeathreusXx
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Join Date: Mar 2013
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Old 12-14-2014 , 13:18   Re: Multiply A Weapon's Stats by 10
Reply With Quote #46

Quote:
Originally Posted by koscar12 View Post
I have something to ask.
FF2 is perfect. But TF2x10 does not load.
What I have to do?
Do you have both the x10, and the randomizer x10 installed, because you only need 1, and they will conflict
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koscar12
Member
Join Date: Jan 2014
Old 12-15-2014 , 04:18   Re: Multiply A Weapon's Stats by 10
Reply With Quote #47

Sometime the weps are not x10.

What can i do...? (ff2 + tfx10)
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 12-15-2014 , 06:14   Re: Multiply A Weapon's Stats by 10
Reply With Quote #48

Quote:
Originally Posted by xXDeathreusXx View Post
Go to page 3 you lazy fuck, lol

We ain't gonna hold your hand to cross a bridge that's been crossed several times before, do a bit of reading before you get lazy
Hey, language.
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xXDeathreusXx
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Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 12-15-2014 , 18:23   Re: Multiply A Weapon's Stats by 10
Reply With Quote #49

Quote:
Originally Posted by koscar12 View Post
Sometime the weps are not x10.

What can i do...? (ff2 + tfx10)
Common problem due to x10 being disabled for blue, so when you become blue it can cause that

Changing class or team fixes it
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MCGBullet
Junior Member
Join Date: Sep 2014
Location: Canada
Old 01-09-2015 , 03:27   Re: Multiply A Weapon's Stats by 10
Reply With Quote #50

Great to see this plugin, we've been wanting to setup a x10 server for awhile now. Everything seems to be working great thus far, the only real problem we're having is the hard coded group advertisement... I have no problem with dev's wanting to promote their group and who made the plugin etc, but a way to turn it off would be great. In case you're wondering which one I'm referring to, it's the message that seems to come up at random times saying:

"[TF2x10] Mod by UltiMario and Mr. Blue. Plugin development by Isatis (based off InvisGhost's code).
Join our Steam group for Hale x10, Randomizer x10 and more by typing /x10group!"

I went to the source link to see if I could just remove it myself but, there's no source for the .smx at said link. And removing it from the scripting file did not fix the problem.
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