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[TF2] Explosive Arrows (1.3.1) [6/27/2013]


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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 03-05-2016 , 15:00   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #81

Quote:
Originally Posted by Baklap4 View Post
So what is the right way to override this command?
I've already put it in admin_overrides like this:
Code:
Overrides
{
"sm_explarrows_join_access" "o"
}
Yet still everyone can access it.
sm_explarrows_join_access is for sm_explarrows_join

If your trying to override sm_explarrowsme then just use sm_explarrowsme
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Baklap4
Member
Join Date: Feb 2016
Old 03-06-2016 , 04:05   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #82

Quote:
Originally Posted by Chaosxk View Post
sm_explarrows_join_access is for sm_explarrows_join

If your trying to override sm_explarrowsme then just use sm_explarrowsme
I'm not trying to override the toggle.
What i want is people who join my server (and are not in any of my groups (flags opz)) to not have exploding arrows.

But somehow that's not manageable?
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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 03-06-2016 , 19:49   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #83

Set sm_explarrows_join to 2 to set it to admin/override mode.
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sethpls
New Member
Join Date: Oct 2017
Old 10-01-2017 , 11:47   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #84

Hey, I play FF2.
Wondering if you could make a version that just has /explarrows me completely disabled for BLU.

Sorry i'm posting on such an old thread, but I love this mod.
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TheMildGatsby
Junior Member
Join Date: Jan 2018
Old 01-15-2018 , 05:59   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #85

For the convar "sm_explarrows_radius" that defines the radius of the explosion, it is stated that the default is 200. What does this 200 represent? Hammer units? Sorry if this is a dumb question.
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TheMildGatsby
Junior Member
Join Date: Jan 2018
Old 01-15-2018 , 07:53   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #86

I just got time to to test this plugin. The config file didn't auto-generate. I put the one you provided into /addons/sourcemod/configs after setting the delay to 2, and then restarted the server, but the config did not affect the plugin.
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TheMildGatsby
Junior Member
Join Date: Jan 2018
Old 01-15-2018 , 16:29   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #87

This plugin also affects the rescue ranger so that it has explosive bolts. This must be unknown to the plugin author, as it is not stated anywhere and there is no setting for it.
Quote:
sm_explarrows_type (Default: 0)
0 - All
1 - Huntsman
2 - Crusader's Crossbow
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armkub21
New Member
Join Date: Dec 2017
Old 01-24-2018 , 05:09   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #88

How to make it use for VIP Only?
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epicwindow
Member
Join Date: Jan 2018
Old 03-05-2018 , 03:48   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #89

can someone add a cvar that disables explosive arrows for blue/red team?thanks
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bean312321
New Member
Join Date: Jun 2018
Location: FF2 Server
Old 06-14-2018 , 00:30   Re: [TF2] Explosive Arrows (1.3.1) [6/27/2013]
Reply With Quote #90

How to add a cvar that disables explosive arrows for blue/red team?
I also encountered the same problem.
My FF2 server needs this function.
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