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[TF2] Force Holidays - 1.10.2, Updated 2015-10-07


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Powerlord
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Join Date: Jun 2008
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Old 04-15-2014 , 12:32   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #361

Quote:
Originally Posted by Halarious View Post
Hey PowerLord. does the Halloween / full moon holiday allow halloween spells? the effects that can be applied to hats.

Ex. Footprints, Voices, Color changing ect
Yes, they should be visible. I don't think I currently have any applied to test it, though.
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WildCard65
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Location: Canada
Old 04-15-2014 , 13:03   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #362

Quote:
Originally Posted by Powerlord View Post
Yes, they should be visible. I don't think I currently have any applied to test it, though.
I know that pumpkin bomb spell works on the tf2 server I run(I have tf_forced_holiday set to 2 in server.cfg)
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OddworldCrash
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Location: Switzerland
Old 04-20-2014 , 18:13   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #363

i can't use the voodoo soul zombie costumes, they are not equipped correctly.
Help?
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Huntereb
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Join Date: Jul 2012
Old 05-03-2014 , 20:56   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #364

Any way to disable Halloween pickups in Full Moon mode? I just want to make it so people can use Halloween stuff all the time, nothing else.
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Creampuffyness
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Join Date: Jun 2009
Old 05-15-2014 , 23:11   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #365

Looks like this plugin broke on todays TF2 update. Anyone else seeing that?
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Powerlord
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Old 05-16-2014 , 09:48   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #366

Quote:
Originally Posted by Creampuffyness View Post
Looks like this plugin broke on todays TF2 update. Anyone else seeing that?
Valve broke a lot of things in TF2 on Windows last night.

New gamedata should now be on the SourceMod gamedata Updater (it got added to sourcemod-central around the same time you posted this). If your SourceMod gamedata updater isn't working, you can upload the gamedata directory from the latest snapshot (currently 1.5-hg4051 or 1.6-hg4369).
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Last edited by Powerlord; 05-16-2014 at 09:53.
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Creampuffyness
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Old 05-17-2014 , 00:50   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #367

Thanks Powerlord. I updated my sourcemod from 1.5.4-4046 to 4051 but the issue remains. I am on an older version of your plugin however, whatever was around in January. I get serious framing issues on my servers with the latest version of your plugin. Everyone on the server complains of low frame rates and stuttering. I was hoping to keep that backup version around, but perhaps it is too late for that now. Any advice, or is an upgrade a must?

Edit:
I updated to the latest plugin and I am seeing the framing issue again. All the health packs are candy as well. I am using:
tfh_fullmoon 1
Anyway to turn the candy off but keep the rest of full moon?

Last edited by Creampuffyness; 05-17-2014 at 14:37.
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Fearts
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Join Date: Oct 2008
Old 05-19-2014 , 17:48   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #368

I'm also getting issues since the last update where full moon isn't working.
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Creampuffyness
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Old 05-19-2014 , 22:42   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #369

Quote:
Originally Posted by Fearts View Post
I'm also getting issues since the last update where full moon isn't working.
I set tf_forced_holiday to 6 to force full moon without this plugin as was suggested a few pages back. Full moon works, but health packs are candy again. Maybe that changed along the way? I don't know.

I still see a framing issue when tf_forced_holiday 6 on, but it only proves that this plugin was not the cause.
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Fearts
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Old 05-20-2014 , 18:30   Re: [TF2] Force Holidays - 1.9.0, Updated 2014-04-02
Reply With Quote #370

Quote:
Originally Posted by Creampuffyness View Post
I set tf_forced_holiday to 6 to force full moon without this plugin as was suggested a few pages back. Full moon works, but health packs are candy again. Maybe that changed along the way? I don't know.

I still see a framing issue when tf_forced_holiday 6 on, but it only proves that this plugin was not the cause.
Yea I was forced to do this as well. I never saw any frame issues though.
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