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VSH VS. Saxton Hale Version 2 - v2.12.1 Dev


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nergal
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Join Date: Apr 2012
Old 09-16-2019 , 18:46   Re: VS. Saxton Hale Version 2 - v2.2.1 Dev
Reply With Quote #101

v2.2.3 Update

Changed gunboats to reduce RJ jump damage by 80%
Changed mantreads to give more jump height by 50%
Once again, attempted to fix multi-boss naming. This time successful by setting boss naming in Equip() methods.
Added new forward 'OnScoreTally' which allows a dev to hook when a player's score and queue points are tallied but BEFORE applying them to the player data.
Removed spy's temporary uber on backstab.
Changed Saxton Hale's model to use the Jungle Inferno model.
Changed the Natives Tester plugin to execute 'OnAllPluginsLoaded'.
Replaced Spy's nailgun with a more appropriate throwing kunai.
Changed Medic's 'uber-shield' mechanic so that getting hit reduces your full uber to 10%, you take 10% of the original damage, and you gain a speed boost for 5 seconds.
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Old 09-16-2019 , 18:57   Re: VS. Saxton Hale Version 2 - v2.2.4 Dev
Reply With Quote #102

v2.2.4 update

hotfix correcting the new saxton model not getting his materials.
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nergal
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Old 10-13-2019 , 20:59   Re: VS. Saxton Hale Version 2 - v2.3.16 Dev
Reply With Quote #103

v2.3.0 - v2.3.16 updates

v2.3.1
Changed 'OnItemOverride to return an Action status & added another call at the end of OnGiveNamedItem.
Fixed Handle leak from TF2Items (Bottiger).
Removed less explosive damage jumping from the Loose Cannon.
Patched Demos that lost shield but changed loadouts during round retaining their heads.
Patched HHH Jr. regenerating and losing his rage after killing players.
Added cvar that controls rate of rage generation when only Scouts are left on RED Team.
Replaced points loop with a simple division expression.
Added cvar that controls the rage removal multiplication of the Sydney Sleeper.
Added telefrag assistance for engies that built the teleporter but someone else got the telefrag.
Added color to command reply chat.
Improved the set boss and boss special selector to reply with a message.
Added gas passer & thermal thruster; gas passer explodes on ignite and thermal thruster allows consecutive air-jumps.
Axtinguisher & reskins do 15% more damage against burning bosses.
Updated natives tester with latest forwards.

v2.3.2
Patched bosses getting one-shotted from certain trigger_hurt's.
Spy cloaking damage is now limited to melee hits as it should be.
Refactoring spy cloak damage so that hitting dead ringered spies always calls 'OnBossDealDamage_OnHitDeadRinger' and hitting regular cloak always calls 'OnBossDealDamage_OnHitCloakedSpy'.
Added cvars to control the damage spies take from cloak and dead ringer.

v2.3.3
Added Old VSH compatibility layer (requires removing the actual Old VSH plugin though).
Made 'IsVSHMap()' as a gamemode native for the old VSH compatibility layer.
Moved super jump and weighdown code into their own base boss methods.
Implemented forward calls into super jump, generic stun, and weighdown for the old VSH compatibility layer.
Last player timer now properly draws total boss health.

v2.3.4
Added native to get Max Bosses value.
Exposed the SuperJump and Weighdown methods as natives.
Modified the plague doctor add-on boss to use the new superjump and weighdown natives.
Corrected deprecated message for 'SetProp*'.
Added the Hot Hand and gave it speed boost on slap.
Added Rock Paper Scissors taunt event and forward hook.
Replaced damage modifiers for cloak damage with tf2's cvars.
Merged standalone 'bEnabled' cvar into the VSH2 ConVar array.
In Plague Doctor boss add-on, cached certain VSH2 convars for rage oriented code as global variables.
Replaced some respawn conditional code with a ternary conditional.
Added cvar that enables or disables late spawning, default value disables.
Added cvar to control the percentage threshold to allow bosses to suicide.
Buffed Axtinguisher and reskins by 5%.
Modified forward in old VSH Compatibility Layer plugin to call if a player is indeed the next boss.

v2.3.5
Moved fall damage code to their respective manager functions.
Removed forcing player to spec when blocking late spawn.
Changed scoring Event to create and fire per individual player.
Added RPS taunt hook to natives tester.

v2.3.6
Enhanced voicelines

Added forward for when a boss is hit by a projectile in the air aka airshot.
Added cvar to control the distance from the air to the ground to count as an airshot.
Removed 'NULL_VEC' define from vsh.sp.
Created Voice clip method to help in control of playing boss voiceclips.
Created voice clip flags in vsh2.inc to help make it easier to play certain types of boss voiceclips.
Moved more boss specific code into their respective scripts.
Made voice clip method as a native.
Replaced voice clip code in Plague Doctor add-on boss to use the voice clip native.
Removed more unused code in Plague Doctor add-on module.
Patched Late Spawn block affecting spectators.
Patched Boss health not lowering on fall damage.
Patched HHH playing kill sound when he suicides.
Removed 'FULLPATH' define from vsh.sp.
fixed tribalman's shiv doing self-bleed
HHHJr's teleport cloud now also displays where he teleports from

v2.3.7
Added 'Action' variants for 'void' returning hooks.
Patched an issue with late spawn blocking where it doesn't set your class on the next round.
Added 'master' boss param for Minion based hooks.
Added set boss and music toggle to the main Boss help panel.
Added Removing Razorback when goomba stomped.
Blocked dead bosses from revealing their HP (which is 0 since they're dead...).
Made certain TF2Attribs functions as optional natives.
Added new player & admin command to make weapons transparent.

v2.3.8
Updated travis script for new SourceMod versions 1.9 and 1.10.
Readded gravity power to weighdown.
Added cvar to enable or disable medic's uber shield.
Removed 25% accuracy penalty from Baby Face's Blaster.

v2.3.9
Set vsh2_shield_regen_damage cvar to allow being set to 0 to disable shield regeneration.
Removed Spy's speed boost on stab.
Patched Vagineer's uber not extending from airblasts.
Increased Spy's cloaking/stealth delay by 1 second.
Added cvar to control HHH Jr's climbing velocity.
Removed knockback resistance from Christian Brutal Sniper & Vagineer.
Patched Next Boss panel not showing up for Next-Boss Players.

v2.3.10
Added cvar to control sniper climbing velocity.
Added cvar to control how many players must be alive to show total boss hp.
Added reduced fall damage when a spy is cloaked.

v2.3.11
Removed functional-style typecasting for Handles and ints.
Revamped Heavy Shotgun healing.
Added forward for giving bosses rage.

v2.3.12
Added new forward: OnBossCalcHealth.
Replaced certain SetPawnTimer calls with a RequestFrame.
Removed resetting the player's preset boss type after using it to set the gamemode special type.

v2.3.13
Added FF2 Compatibility Layer Plugin (currently Alpha stage).
Replaced Heavy Shotgun overheal formula to use the TF2 cvar for maximum overheal.
Moved HHH initial charge delay to his respective boss script file.
Added cvar to control HHH Jr's teleport charge.
Small patch for the Damage Tracker addon to properly save cookie data.

v2.3.14
Commented out timer code that opens up the control in the 2nd round while VSH2 round is going on.
Added OnBossTakeDamage_OnTriggerHurt forward for FF2 Compatibility Layer plugin.

v2.3.15
Removed useless plugin handle storing when registering boss modules.
Renamed the boss module arraylist.
Removed pointless functions for retrieving plugin handles from.
Changed public plugin name information.
Moved zeroing boss queue to end of round event instead of setting it when tallying scores and queue points.
Removed 'iSubBossType' property.
Added cvar to control the max limit for randomized multibosses.
Added 10 second uber cap for Vagineer.

v2.3.16
Added new native: 'GetRandomBossType' which has an optional boss filter.
Moved Boss ID enum to vsh2.inc and renamed the enum Boss IDs to have 'VSH2Boss_' prefix.
Replaced boss menu id's with a maintainable integer id to string mechanism.
Moved Boss Queue resetting to the very start of the round when boss status is confirmed.
Short Circuit changes: metal on successful zap, permanent minicrits, and 4x damage buff.
Southern Hospitality changes: increased melee range.
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nergal
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Old 12-22-2019 , 19:33   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #104

Transparent Weapons have been removed from the core plugin and implemented as an add-on plugin.
Reloading boss modules should no longer glitch out the core plugin. I've added a mechanism such so that when a boss module has been reloaded and it reinvokes RegisterBoss, RegisterBoss will check if the plugin indeed was already registered but also checks if the plugin handles were changed.

Unloading boss modules is not recommended.
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Newbie1992
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Join Date: Jan 2013
Location: Germany
Old 01-04-2020 , 02:24   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #105

Hi, looking for someone who can create me a few bosses for vsh 2.0.

Add me if interested so we can talk about. Would pay per boss.

Thanks!
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Dayornight
Junior Member
Join Date: Jan 2020
Old 01-17-2020 , 13:27   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #106

Is there any way to disable the ammo boxes that spawn every round? Haven't seen any option for it in the config file.
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nergal
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Join Date: Apr 2012
Old 01-18-2020 , 19:13   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #107

Quote:
Originally Posted by Dayornight View Post
Is there any way to disable the ammo boxes that spawn every round? Haven't seen any option for it in the config file.
try setting "vsh2_spawn_ammo_kit_limit_min" and "vsh2_spawn_ammo_kit_limit_max" to 0.
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Dayornight
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Join Date: Jan 2020
Old 01-19-2020 , 11:23   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #108

Well, in the config it states that "vsh2_spawn_ammo_kit_limit_max 0" will add unlimited amounts of boxes. So there really isn't a way to disable them.
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nergal
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Join Date: Apr 2012
Old 01-19-2020 , 12:24   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #109

Quote:
Originally Posted by Dayornight View Post
Well, in the config it states that "vsh2_spawn_ammo_kit_limit_max 0" will add unlimited amounts of boxes. So there really isn't a way to disable them.
I'm afraid that's not correct. It's something I likely overlooked as I improved the mod over the years. Try putting it at 0 anyway. I will correct the config message for the cvars. Sorry for the mistake.
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Last edited by nergal; 01-19-2020 at 12:25.
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Dayornight
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Join Date: Jan 2020
Old 01-19-2020 , 12:38   Re: VS. Saxton Hale Version 2 - v2.6.12 Dev
Reply With Quote #110

I have tried putting both "vsh2_spawn_ammo_kit_limit_min" and "vsh2_spawn_ammo_kit_limit_max" to 0, but as stated before, it does in fact spawn an unlimited amount of boxes.
However, sometimes it's in the BLU spawn and sometimes in the RED spawn. It's odd.

Also, is there any way to fully disable the control point from being activated? I use another plugin right now to force disable it, but I'd rather have it done via the Saxton Hale plugin.

Last edited by Dayornight; 01-20-2020 at 07:52.
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