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


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bobbobagan
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Join Date: May 2007
Location: New Zealand
Old 12-27-2011 , 04:39   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #71

Just out of curiosity... has anybody tried with a registered server to see if it will give you the items then? Perhaps it works slightly different.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 12-27-2011 , 05:25   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #72

That has no affect on it.
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eraserhead
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Join Date: Nov 2009
Old 12-27-2011 , 05:51   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #73

PS: I noticed the soldier taunt 'beep beep i am a robot' works now.
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Powerlord
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Join Date: Jun 2008
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Old 12-28-2011 , 14:18   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #74

I'm seriously considering adding support for Updater to this plugin, just to make it easier to keep up with the latest version.

In fact, I've already written support for it, I just need to test it.
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mycologist
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Join Date: Sep 2008
Location: Sep 2008
Old 01-10-2012 , 08:40   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #75

Monoculus and the HHH don't seem to spawn. Everything else seems to work alright. Not using any other Monoculus or HHH plugins. MetaMod:Source v1.8.8-dev, SourceMod v1.4.2-dev. Changing plugin cvars on a per-map basis as well.
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Last edited by mycologist; 01-10-2012 at 08:41.
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Powerlord
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Old 01-10-2012 , 10:04   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #76

Quote:
Originally Posted by mycologist View Post
Monoculus and the HHH don't seem to spawn. Everything else seems to work alright. Not using any other Monoculus or HHH plugins. MetaMod:Source v1.8.8-dev, SourceMod v1.4.2-dev. Changing plugin cvars on a per-map basis as well.
This is with tfh_halloween 1?

I wonder if Valve moved the holiday check for the HHHH and Monoculus. It used to be, on cp_manor_event, if you set tf_forced_holiday 2 mid-map (before the holidays changes, the equivalent of tfh_halloween 1), the Horsemann would spawn and crash the server because models/sounds weren't loaded for him.

I'll try to look into it, but unlike most other plugins, I can't test this one with just a few people.
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Last edited by Powerlord; 01-10-2012 at 10:05.
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mycologist
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Join Date: Sep 2008
Location: Sep 2008
Old 01-10-2012 , 12:45   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #77

Yes, "tfh_halloween 1" on Eyeaduct and Mann Manor. We're using Extended Map configs. We set tfh_halloween to 0 in the all.cfg and set tfh_halloween to 1 in the cfgs for the two maps listed above. If you need any assistance in testing, send me a message on Steam and you can use either of our two servers to try whatever you would like; within reason.
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GrimReaper.grs
New Member
Join Date: Jan 2012
Old 01-11-2012 , 06:59   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #78

My server has started crashing Every 30 - 60 mins and can only stop it doing so by disabling this pluging. Its strange as it worked perfectly for about 2 - 3 months. I would really like to get it working again and any help would be greatly appreciated.


Last edited by GrimReaper.grs; 01-11-2012 at 08:23. Reason: banner
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Snaggle
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Join Date: Jul 2010
Location: England
Old 01-11-2012 , 21:45   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #79

So if I do
Code:
tfh_birthday "0"
tfh_halloween "1"
tfh_winter "1"
Would that but both Halloween and Winter modes on, or can I only use just the one?
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Powerlord
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Old 01-11-2012 , 22:07   Re: [TF2] Force Holidays - Updated 2011-12-16/21
Reply With Quote #80

Quote:
Originally Posted by Snaggle View Post
So if I do
Code:
tfh_birthday "0"
tfh_halloween "1"
tfh_winter "1"
Would that but both Halloween and Winter modes on, or can I only use just the one?
It would turn both on.
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