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[TF2] Freak Fortress 2


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MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-06-2012 , 00:27   Re: [TF2] Freak Fortress 2
#1661

Quote:
Originally Posted by nope.avi View Post
Intelligent Heavy!
Isn't that an oxymoron?
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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 07-06-2012 , 00:42   Re: [TF2] Freak Fortress 2
#1662

Hey,

I'm trying to modify the plugin for my Deathrun server, but whenever i try to replace every rocket launcher to the Black Box with attributes that block rocket jumping, the strange "default" rocket launcher isn't being replaced. I tried different strange weapons and they are replaced fine. Any help or ideas?
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 07-06-2012 , 03:46   Re: [TF2] Freak Fortress 2
#1663

Quote:
Originally Posted by MaloModo View Post
Isn't that an oxymoron?
I had to google that.
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MisterTickles
Member
Join Date: Sep 2011
Old 07-06-2012 , 03:58   Re: [TF2] Freak Fortress 2
#1664

Hey guys,

Can anyone confirm or deny that SDKHooks or TF2items or anything that may affect FF2 has been updated in the near past? Say 2ish months? I've been trying with no success to get the boss health bar working on my server for a week or so now. I don't have any plugins that should be affecting it. The only thing I can imagine causing issues is perhaps an outdated sourcemod/metamod/sdkhooks/tf2items/whatever else?

Any insight much appreciated. (And rewarded with bacon)


Quote:
Originally Posted by MisterTickles View Post
Thanks for your reply PowerLord,

Technically it is an issue with the first round, but we can't ever get past it to find out truly since either the boss gets stuck at 1hp, or just doesn't take any damage at all.

I can't imagine which plugin(s) may be affecting it really, most of the stuff I have is basic SourceMod/FF2 stuff:

Code:
[SM] Listing 30 plugins:
  01 "Admin File Reader" (1.4.2) by AlliedModders LLC
  02 "Admin Help" (1.4.2) by AlliedModders LLC
  03 "Admin Menu" (1.4.2) by AlliedModders LLC
  04 "Advertisements" (0.5.5) by Tsunami
  05 "Anti-Flood" (1.4.2) by AlliedModders LLC
  06 "Basic Chat" (1.4.2) by AlliedModders LLC
  07 "Basic Comm Control" (1.4.2) by AlliedModders LLC
  08 "Basic Commands" (1.4.2) by AlliedModders LLC
  09 "Basic Info Triggers" (1.4.2) by AlliedModders LLC
  10 "Basic Votes" (1.4.2) by AlliedModders LLC
  11 "TF2 Class Restrictions" (0.6) by Tsunami
  12 "Client Preferences" (1.4.2) by AlliedModders LLC
  13 "Freak Fortress 2" (1.06) by Rainbolt Dash, FlaminSarge
  14 "Fun Commands" (1.4.2) by AlliedModders LLC
  15 "Fun Votes" (1.4.2) by AlliedModders LLC
  16 "MapChooser" (1.4.2) by AlliedModders LLC
  17 "[TF2] Engineer Metal Regen" (2.0.0) by DarthNinja
  18 "Nextmap" (1.4.2) by AlliedModders LLC
  19 "Player Commands" (1.4.2) by AlliedModders LLC
  20 "Reserved Slots" (1.4.2) by AlliedModders LLC
  21 "Rock The Vote" (1.4.2) by AlliedModders LLC
  22 "Sound Commands" (1.4.2) by AlliedModders LLC
  23 "SourceBans" (1.4.9) by SourceBans Development Team
  24 "Taunt Crits" (2.1) by HeMe3iC
  25 "[TF2Items] Manager" (1.4.1) by Damizean & Asherkin
  26 "Freak Fortress 2: Default Abilities" by RainBolt Dash
  27 "Freak Fortress 2: Abilities of 1st set" by RainBolt Dash
  28 "FF2 Ability: Otokiru" by Otokiru
  29 "Freak Fortress 2: rage_overlay" by Jery0987, RainBolt Dash
  30 "Freak Fortress 2: special_noanims" by RainBolt Dash
Could it be an outdated SDKHooks or TF2Items?

Or perhaps I installed it wrong? Is there anything to do other than replace the smx with the one from your post?
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ReFlexPoison
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Join Date: Jul 2011
Location: ☠☠☠
Old 07-06-2012 , 04:36   Re: [TF2] Freak Fortress 2
#1665

Quote:
Originally Posted by Chaosxk View Post
Hey,

I'm trying to modify the plugin for my Deathrun server, but whenever i try to replace every rocket launcher to the Black Box with attributes that block rocket jumping, the strange "default" rocket launcher isn't being replaced. I tried different strange weapons and they are replaced fine. Any help or ideas?
Don't use FF2 to do that. Just use VSH as the natives for FF2 are odd and are used in sub-plugins. Believe me, it would be much easier.
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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 07-06-2012 , 04:36   Re: [TF2] Freak Fortress 2
#1666

Quote:
Originally Posted by MisterTickles View Post
Hey guys,

Can anyone confirm or deny that SDKHooks or TF2items or anything that may affect FF2 has been updated in the near past? Say 2ish months? I've been trying with no success to get the boss health bar working on my server for a week or so now. I don't have any plugins that should be affecting it. The only thing I can imagine causing issues is perhaps an outdated sourcemod/metamod/sdkhooks/tf2items/whatever else?

Any insight much appreciated. (And rewarded with bacon)
Try updating your Sourcemod to the latest stable snapshot, 1.4.

Also try getting the latest Gamedata from SDKHooks and TF2Items

SDKHooks: http://hg.nicholashastings.com/sdkhooks

TF2items: http://tracker.limetech.org/projects...ems/repository


Quote:
Originally Posted by ReFlexPoison View Post
Don't use FF2 to do that. Just use VSH as the natives for FF2 are odd and are used in sub-plugins. Believe me, it would be much easier.
Thanks for the response, but i'm not actually modifying the FF2 native plugin, i'm modifying the .smx part where weapons can be replaced with different attributes.
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Last edited by Chaosxk; 07-06-2012 at 04:48.
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Sindex
Member
Join Date: Jan 2012
Old 07-06-2012 , 05:16   Re: [TF2] Freak Fortress 2
#1667

Quote:
Originally Posted by Powerlord View Post
This should be fixed when I fix how weapon restrictions are processed. Not sure about the others.
I wrote down the reasoning for the changes. What needs to be explained, about why I am changing them? Most of my changes have to do with the majority of people point out to me that are legitimate bugs/issues with FF2.
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SlimeCounty
SourceMod Donor
Join Date: Jun 2011
Old 07-06-2012 , 07:41   Re: [TF2] Freak Fortress 2
#1668

Quote:
Originally Posted by Sindex View Post
Quote:
Originally Posted by Powerlord View Post
This should be fixed when I fix how weapon restrictions are processed. Not sure about the others.
I wrote down the reasoning for the changes. What needs to be explained, about why I am changing them? Most of my changes have to do with the majority of people point out to me that are legitimate bugs/issues with FF2.
Pretty sure he's simply referring to his post HERE, where he said:
Quote:
Weapons given to bosses should no longer suffer from the same restrictions as weapons given to players. This was apparently an oversight in how it was coded.
...and that the intended changes mentioned in that post may fix that particular issue.
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Last edited by SlimeCounty; 07-06-2012 at 07:45.
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Otokiru
Senior Member
Join Date: Apr 2012
Old 07-06-2012 , 07:55   Re: [TF2] Freak Fortress 2
#1669

I'm not sure about you people, but this thread is getting messy with FF2 bugs/error + custom boss bugs/errors. Its so hard to track which is which...
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lamasniu
Senior Member
Join Date: Jul 2010
Location: United Kingdom
Old 07-06-2012 , 08:20   Re: [TF2] Freak Fortress 2
#1670

Quote:
Originally Posted by Otokiru View Post
I'm not sure about you people, but this thread is getting messy with FF2 bugs/error + custom boss bugs/errors. Its so hard to track which is which...
It is getting a little hard to keep track of Bosses, Bugs and updates placed here.
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