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[TF2] Freak Fortress 2


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Sindex
Member
Join Date: Jan 2012
Old 06-25-2012 , 23:37   Re: [TF2] Freak Fortress 2
#1481

Quote:
Originally Posted by BBG_Theory View Post
hey guys..
I added the following to a pyro boss and it crashes the server
Code:
  "ability9"
 {
  "name" "special_dropprop"
  "arg1" "models\player\items\pyro\pyro_madame_dixie.mdl"
  "arg3" "1"
  "plugin_name" "ff2_1st_set_abilities"
 }
I am pretty sure the path to the model of the madame_dixie is correct as I used GCFScape to confirm

Any idea why this is fatal? (there is 1 - 8 other abilities, this number 9 was the next available number)

Did you pre-cache the model in your .cfg file?

For example this is what I use for my Bonk Boy:

PHP Code:
"ability6"
    
{
        
"name" "special_dropprop"
        "arg1"    "models\weapons\c_models\c_energy_drink\c_energy_drink.mdl"
        "arg3"    "1"
        "plugin_name"    "ff2_1st_set_abilities"
    

and this for the pre-cache

PHP Code:
"mod_precache"
    
{
        
"1"    "models\weapons\c_models\c_energy_drink\c_energy_drink.mdl"
    


Last edited by Sindex; 06-25-2012 at 23:42.
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 06-26-2012 , 00:38   Re: [TF2] Freak Fortress 2
#1482

Well Sindex, I did not.. so I will try that. I was kinda mimiking Bill's config which works and the bills hat was not precache'd

So sounds like it would not hurt on the bill's config to add
Code:
 "mod_precache" 
    { 
        "1"    "models\player\items\sniper\sniper_bill.mdl" 
    }
I will try what you suggested later...thanks for the reply sir!

Last edited by BBG_Theory; 06-26-2012 at 00:41.
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danne2
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Join Date: Jul 2011
Location: Unoriginal computer joke
Old 06-26-2012 , 01:46   Re: [TF2] Freak Fortress 2
#1483

Quote:
Originally Posted by pac_man0 View Post
Does anyone still have the issue of the 1st hale not working properly?
I do sometimes.
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 06-26-2012 , 03:29   Re: [TF2] Freak Fortress 2
#1484

Quote:
Originally Posted by MaloModo View Post
I wonder if someone can do this....I know both are publicly available.

http://www.youtube.com/watch?v=kyqNucQ7UQQ

You can get the light saber model from fpsbanana. Someone combine these for FF2 boss?
Gimme a try. Ill see.
//EDIT
In fact nevermind. Its got too many things it would be hard to convert them all again. Because when you attach something you decompile the model, you break it up into models, QCs and textures, then you gotta add the wep in his hand and recompile everything.

Also I have run into some problems. How can you remove medic's glasses? Where are the lenses in the textures so I can maybe make that part transparent or something?

Last edited by nope.avi; 06-26-2012 at 07:21. Reason: Change of plans
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Sindex
Member
Join Date: Jan 2012
Old 06-26-2012 , 03:50   Re: [TF2] Freak Fortress 2
#1485

Quote:
Originally Posted by pac_man0 View Post
Does anyone still have the issue of the 1st hale not working properly?
If you’re talking about the point where any first spawn boss at the beginning of the round cannot use any special abilities. The answer is yes. It seems to bug out on altered bosses or custom bosses more so then the originals for FF2.

However I have yet to notice the problem of late. Right now I am still on Oto’s 1.06a because I heard that powerlords version crashes clients. I still have to test it out; which I will do probably after the major TF2 update on Wednesday.

Last edited by Sindex; 06-26-2012 at 03:52.
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Diviara27
Senior Member
Join Date: Feb 2010
Old 06-26-2012 , 04:35   Re: [TF2] Freak Fortress 2
#1486

Quote:
Originally Posted by nope.avi View Post
It must have a correct path. I use it a lot on my trade server
sm_play @all saxton_hale/the_millionaires_holiday.mp3;sm_me became The Christian Brutal Sniper;sm_csay Left4HalfLife spawned as The Christian Brutal Sniper;tf_models_equip @me cbs

Also diviara add me on steam if you need any help. I may be of assistance!
What's your steam?
__________________
Just some random links to random plugins,mods,etc.

Freak Fortress 2

VS Saxton Hale

Adding more soon.

Gentlemen?

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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 06-26-2012 , 09:11   Re: [TF2] Freak Fortress 2
#1487

Quote:
Originally Posted by Diviara27 View Post
What's your steam?
[L4TF2A] Left4HalfLife
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Powerlord
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Join Date: Jun 2008
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Old 06-26-2012 , 09:24   Re: [TF2] Freak Fortress 2
#1488

Quote:
Originally Posted by Sindex View Post
Right now I am still on Oto’s 1.06a because I heard that powerlords version crashes clients. I still have to test it out; which I will do probably after the major TF2 update on Wednesday.
This is the first I've heard of it. I was playing on the Gents server for quite some time over the past few days (which is how I found out that I forgot to have it hide the health bar if the round ended and the boss is still alive).

Side note: This boss health thing doesn't play well if Monoculus is summoned during the boss round, as the health will continue updating seemingly randomly based on whether it was one of the FF2 bosses or Monoculus that was last damaged.
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 06-26-2012 at 09:26.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 06-26-2012 , 14:53   Re: [TF2] Freak Fortress 2
#1489

less than a day now before Valve breaks Sourcemod
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Sindex
Member
Join Date: Jan 2012
Old 06-26-2012 , 18:38   Re: [TF2] Freak Fortress 2
#1490

Well let’s see what happens tomorrow. I think it probably a 75% of source mod breaking tomorrow. I really hope it does not happen. However I am expecting a quick fix unless it’s something really severe.

Last edited by Sindex; 06-26-2012 at 18:40.
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