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VSH VSH, old thread (v1.42) - Information/etc.


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Fragancia
Junior Member
Join Date: Mar 2013
Old 04-30-2013 , 12:33   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3831

Quote:
Originally Posted by FlaminSarge View Post
Heavies being able to jump/etc while stunned actually seems like a bug carried over from where Heavies are able to rev while stunned (they can also throw sandwiches and punch while stunned, which means it looks like Valve just hooked up every attack to do altfire instead).
Not sure how to get it on other classes, but I'll try.
How about making the stun work like the humiliation stance(all classes can jump freely)like after a loss or stalemate on regular tf2?
If it's not much of a hassle.

Last edited by Fragancia; 04-30-2013 at 12:33.
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OrphanShadow
Junior Member
Join Date: Mar 2011
Old 04-30-2013 , 16:44   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3832

Just migrated all my servers over to the new Steampipe release, and VSH is giving me some issues.

Ive migrated all the custom models and stuff in to these folders:

Code:
/tf/custom/saxton/models
/tf/custom/saxton/materials
/tf/custom/saxton/sounds
Ive mirrored the setup on the FastDL too.

Trouble is, every time the server loads, Saxton is missing all his data and just appears as the dreaded "ERROR" symbol.

No other problems that I can see.

Is this a bug or am I just derping here?

Last edited by OrphanShadow; 04-30-2013 at 16:45.
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nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 04-30-2013 , 16:46   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3833

Quote:
Originally Posted by OrphanShadow View Post
Just migrated all my servers over to the new Steampipe release, and VSH is giving me some issues.

Ive migrated all the custom models and stuff in to these folders:

Code:
/tf/custom/saxton/models
/tf/custom/saxton/materials
/tf/custom/saxton/sounds
Ive mirrored the setup on the FastDL too.

Trouble is, every time the server loads, Saxton is missing all his data and just appears as the dreaded "ERROR" symbol.

No other problems that I can see.

Is this a bug or am I just derping here?
the problem is what you did to fastDL

it should be how it was before
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Scipizoa
Senior Member
Join Date: Aug 2012
Location: ask me
Old 04-30-2013 , 16:46   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3834

why would you use custom folders... you could have stuck with the original setup ;P
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 04-30-2013 , 16:48   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3835

^ Double ninja'd me.

Also, for future reference, the folder is "sound" not "sounds".
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OrphanShadow
Junior Member
Join Date: Mar 2011
Old 04-30-2013 , 16:56   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3836

Quote:
Originally Posted by nineteeneleven View Post
the problem is what you did to fastDL

it should be how it was before
Quote:
Originally Posted by Scipizoa View Post
why would you use custom folders... you could have stuck with the original setup ;P
Quote:
Originally Posted by MasterOfTheXP View Post
^ Double ninja'd me.

Also, for future reference, the folder is "sound" not "sounds".
Duly noted and fixed. Thanks for helping me overcome my incompetance xD
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-30-2013 , 17:00   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3837

At some point, I'll be unlazy and create a VPK that you can just drop in your server's custom folder.

Having said that, FastDownload is not affected by the paths you use in custom. The client never sees the custom/saxton/ part, they just see models/player/saxton_hale/saxton_hale.mdl (or .bz2) just like they always have before.
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 04-30-2013 , 17:01   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3838

Quote:
Originally Posted by Powerlord View Post

We can just update the damage in player_hurt or OnTakeDamage, since the custom attribute for both will be TF_CUSTOM_BOOTS_STOMP. Actually, we're already doing that when the player is a boss...
Uh, you can already modify that. Change the *= to = 500 or whatever you want.

However, if you do change it to a custom value, the stomp will not kill Hale unless he has 1hp, if you overkill him it will leave him at 1hp.

If that could be fixed, I would be very greatful.
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Mayu
SourceMod Donor
Join Date: Feb 2011
Location: Germany
Old 04-30-2013 , 20:20   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3839

nevermind

Last edited by Mayu; 04-30-2013 at 20:30. Reason: found the answer myself
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-01-2013 , 06:14   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3840

I'm running VSH on steampipe now and I ONLY have the model files on the server, in models/player/saxton_hale (NOT custom). The materials and sounds are not. It still works. Interesting.

(All the files are still on the fastdownload server in the original places).
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