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FF2 Freak Fortress 2 1.10.14 Released


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Otokiru
Senior Member
Join Date: Apr 2012
Old 07-04-2015 , 16:44   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2071

ver "1.10.6"
-all flares doesnt have jump boost
-all my hales as heavy char will auto-taunt on kills
Code:
L 07/05/2015 - 10:10:56: [SM] Native "GetEntPropString" reported: Entity -1 (-1) is invalid
L 07/05/2015 - 10:10:56: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 07/05/2015 - 10:10:56: [SM]   [0]  Line 734, \scripting\include\entity.inc::GetEntityClassname()
L 07/05/2015 - 10:10:56: [SM]   [1]  Line 5919, freak_fortress_2.sp::OnTakeDamage()

Last edited by Otokiru; 07-04-2015 at 23:12.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 07-05-2015 , 13:10   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2072

Quote:
Originally Posted by Otokiru View Post
ver "1.10.6"
-all flares doesnt have jump boost
-all my hales as heavy char will auto-taunt on kills
Code:
L 07/05/2015 - 10:10:56: [SM] Native "GetEntPropString" reported: Entity -1 (-1) is invalid
L 07/05/2015 - 10:10:56: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 07/05/2015 - 10:10:56: [SM]   [0]  Line 734, \scripting\include\entity.inc::GetEntityClassname()
L 07/05/2015 - 10:10:56: [SM]   [1]  Line 5919, freak_fortress_2.sp::OnTakeDamage()
Fixed the invalid entity errors.
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Maximilian_
Veteran Member
Join Date: Oct 2014
Old 07-06-2015 , 07:49   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2073

ok, i found small solution for sounds (add sound_precache), now dublicate only simple bgm sounds with chance 50%; i deleted in code "excess" lines for other sounds, dublicate only sound_ability (different sounds too)

EDIT: but i think precache is not stability :/

Last edited by Maximilian_; 07-06-2015 at 08:39.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 07-06-2015 , 10:58   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2074

I'd suggest making FF2 change the dropped weapon thing by setting tf_dropped_weapon_lifetime to 0.

Incidentally, you can't block use_action_slot_item_server as it's a client command that gets transmitted to the server in a different manner. Specifically, using ClientCommandKeyValues which you need an extension to intercept.

(I wonder if we should request something be added to SourceMod proper so plugins can see those).
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MGL
New Member
Join Date: Apr 2015
Old 07-06-2015 , 11:37   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2075

Also I see that this plugin tries to run twice on my Server and it crashes after that is there anything i can do to fix that? here is the console from my server


] Native "Call_StartForward" reported: Invalid forward handle 0 (error 4)
L 07/06/2015 - 11:45:47: [SM] Displaying call stack trace for plugin "plugins\freak_fortress_2.smx":
L 07/06/2015 - 11:45:47: [SM] [0] Line 1437, /home/winston/Github/FF2-Official/addons/sourcemod/scripting/freak_fortress_2.sp::FindCharacters()
L 07/06/2015 - 11:45:47: [SM] [1] Line 1343, /home/winston/Github/FF2-Official/addons/sourcemod/scripting/freak_fortress_2.sp::EnableFF2()
L 07/06/2015 - 11:45:47: [SM] [2] Line 1220, /home/winston/Github/FF2-Official/addons/sourcemod/scripting/freak_fortress_2.sp::OnConfigsExecuted()
L 07/06/2015 - 11:45:47: [rtd.smx] Added chat trigger: rollthedice
L 07/06/2015 - 11:45:47: [rtd.smx] Added chat trigger: roll

Last edited by MGL; 07-06-2015 at 11:47.
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Fox_McCloud45
New Member
Join Date: Aug 2014
Old 07-06-2015 , 18:40   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2076

Quote:
Originally Posted by Powerlord View Post
I'd suggest making FF2 change the dropped weapon thing by setting tf_dropped_weapon_lifetime to 0.

Incidentally, you can't block use_action_slot_item_server as it's a client command that gets transmitted to the server in a different manner. Specifically, using ClientCommandKeyValues which you need an extension to intercept.

(I wonder if we should request something be added to SourceMod proper so plugins can see those).
Or the plugin should delete the player's weapons on death (I mean, tf_weapon_* entities), as the tf_dropped_weapon entities cannot be picked up if the associating tf_weapon_* entity is missing.
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Akuba
Senior Member
Join Date: Oct 2013
Old 07-07-2015 , 02:00   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2077

Well, I have dropped weapons still enabled on my Server and I have no problem with it. After this change came out people switched their weapons just for fun. But now Hales are not switching their weapons anymore. The only thing I do not know is if player keep the weapons they picked up when a new round starts. Never had this situation.
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93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 07-07-2015 , 02:42   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2078

Quote:
Originally Posted by Akuba View Post
Well, I have dropped weapons still enabled on my Server and I have no problem with it. After this change came out people switched their weapons just for fun. But now Hales are not switching their weapons anymore. The only thing I do not know is if player keep the weapons they picked up when a new round starts. Never had this situation.
Only lasts till death.
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 07-07-2015 , 15:02   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2079

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
Only lasts till death.
Or new round, or resupply touch(If somehow possible)
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Wliu
Veteran Member
Join Date: Apr 2013
Old 07-07-2015 , 20:31   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #2080

Melee crits have been fixed. I accidentally combined two if-statements which resulted in all melees except knives getting excluded from the crit bonus (as you guys figured out the hard way ).

EDIT: Confirmed fixed.
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Last edited by Wliu; 07-07-2015 at 20:47.
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