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Spray Tracer v5.8b (Full v5.8a) updated 6/12/2011


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ENF
Junior Member
Join Date: Sep 2008
Location: Tokyo, Japan (
Old 02-28-2009 , 12:53   Re: Spray Tracer 5.7 updated 2/27/2009
Reply With Quote #361

There should be a .CFG file in your tf/cfg/sourcemod folder for this mod. Your settings should be in that file, which should have been created the first time your started your server with the plugin added.

The settings in server.cfg woudl conflict with those in in the spraytracer.cfg file located in the folder above.

Based on what you said, I think this is your issue.


Quote:
Originally Posted by Paranoia- View Post
Hi,

Installed your plugin today, and first off, many thanks. It's brilliantly done.

I'm not a 100% experienced server admin, so bare with me if this question has a simple answer.

As described in the documentation, setting sm_spray_refresh 0 disables the HUD trace, and this works great. However, even after adding sm_spray_refresh 0 to my server.cfg, it defaults to sm_spray_refresh 1 on map change.

I assume I'm doing something wrong, but does anyone have any advice?

Cheers in advance.

[EDIT] Always the way - found the config file in cfg/sourcemod. Thanks anyway. [/EDIT]
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Paranoia-
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Join Date: Feb 2009
Old 02-28-2009 , 13:33   Re: Spray Tracer 5.7 updated 2/27/2009
Reply With Quote #362

Yea, as per my edit, just after posting I found this file and sorted it

Many thanks, anyway.
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Atreus
SourceMod Donor
Join Date: Apr 2005
Location: San Diego, CA
Old 03-01-2009 , 00:01   Re: Spray Tracer 5.7 updated 2/27/2009
Reply With Quote #363

Oo, new version. Thanks lebson

Ever figure out why sometimes if the map changes to a new map, say, 2fort, the spraytrace picks up an invisible spray by a user not on the server? Sometimes, one who hasn't been on in days?
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Roachy
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Join Date: Feb 2008
Old 03-01-2009 , 06:32   Re: Spray Tracer 5.7 updated 2/27/2009
Reply With Quote #364

Ok, so I tested this with nothing loaded but metamod, sourcemod base plugins, and spraytracer on my dods server and I still can't get the HUD to display, though everything else still seems to work fine :/

Oh and sm_hsay seems to work fine, as does the advertisements plugin when having it use the HUD. Also, I never really noticed before but apparently the HUD is what dods uses to display round-end stats (who won, who capped the most flags, etc).

Last edited by Roachy; 03-01-2009 at 06:34.
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Lebson506th
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Join Date: Jul 2008
Old 03-01-2009 , 09:26   Re: Spray Tracer 5.7 updated 2/27/2009
Reply With Quote #365

Advertisements doesn't actually use the HUD.

It can use menus, panels, and hint text.

Maybe i should just change it to use panels instead. Thoughts? Anyone else's HUD not working?


@Atreus, next version is going to have a bit of test code to try and clear everything out on map start. Hopefully that will fix the ghost issue.
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Atreus
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Old 03-01-2009 , 20:10   Re: Spray Tracer v5.7 updated 2/27/2009
Reply With Quote #366

HUD is fine for me, but I don't use DOD. I REALLY think you should stick with HUD, and maybe provide an alternative option for those who don't want it. When I tried L4D, and it had hint text instead of HUD-based, it was pretty annoying seeing blinking names

Regarding the ghost issue: Awesome! Thanks
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Lebson506th
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Old 03-01-2009 , 22:18   Re: Spray Tracer v5.7 updated 2/27/2009
Reply With Quote #367

I was told that the HUD did work on L4D... even though I didn't set it up to.
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Roachy
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Join Date: Feb 2008
Old 03-02-2009 , 04:15   Re: Spray Tracer v5.7 updated 2/27/2009
Reply With Quote #368

Ah, I thought the HUD messages and hint messages were the same thing, since they look so similar. Is is possible that HUD messages aren't built in to dods? What other mods is this successfully tested with?

Either way, yeah, a cvar or something to change whether HUD messages use HUD or Hint interface might be a handy quick fix for this, if possible.

EDIT: I just played around with the HUD in L4D and this is the behavior I found: When you mouse-over a spray it opens the [presumably] HUD overlay window. The text inside is initially yellow, but immediately (within 0.5 second) changes to white. The text stays up and is white for the duration of the time you are pointing at the spray. When you stop aiming at the spray it stays white for one second. Then it flashes yellow, white, yellow, white, over the duration of two seconds. Then it stays white for 5 seconds. Then the overlay window disappears entirely, and right before the text disappears, it turns yellow. I found this to be consistent. Also if you switch between sprays (pan from one to the other), the overlay window snaps to the size/text for the second spray immediately (as you would expect), and then follows the above behavior.

Dunno if that info helps or not, but just thought I'd share how it works in L4D for me. I like it, and would just like to see something in dods, HUD or not ;]

Last edited by Roachy; 03-02-2009 at 04:37.
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Atreus
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Old 03-02-2009 , 04:41   Re: Spray Tracer v5.7 updated 2/27/2009
Reply With Quote #369

Roachy: the behaviour you explained in L4D is hint text
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Lebson506th
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Old 03-02-2009 , 06:59   Re: Spray Tracer v5.7 updated 2/27/2009
Reply With Quote #370

Hint != HUD.


I thought the HUD worked in DoD:S as it is on the OB engine, but I don't think I have ever tested it out myself.

Is there anyone else that is using this on DoD:S that can tell us if the HUD is working for you or not?


Also, is there anyone that would like to try a beta version that attempts to get the HUD working on L4D?
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