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[TF2] PropHunt 1.93


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captaindeterprimary
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Old 06-18-2013 , 18:05   Re: [TF2] PropHunt 1.93
Reply With Quote #1031

Quote:
Originally Posted by Powerlord View Post
Unfortunately, the only way to add a specific prop to all maps without editing every file is to edit the plugin directly. I might change that at some point.
I see... I look forward to this addition.
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Old 06-20-2013 , 02:48   Re: [TF2] PropHunt 1.93
Reply With Quote #1032

Quote:
Originally Posted by Powerlord View Post
Well, the default TF2 balancer (mp_autobalance 1) isn't bad... it balances players between rounds as long as you have mp_teams_unbalance_limit set to 1 (which is the default).

Oh yeah, the reason we got rid of balancing is because it always had one more player on BLU than on RED and it had a nasty tendency to balance the same person every round if the teams were uneven. The default TF2 balancer allows you to have mp_teams_unbalance_limit more players on one team than on the other and prevents players who haven't joined a team from joining the team with more players.
default balancer is working but if game result is draw, balancer is not working
and prophunt 2.04 have bug
if round timeleft is 1:45 or 1:44 - round automatically end, game reseult = drow
(I can't test all map but ph_grassland have this bug)
and balancer do nothing for scramble team or change team
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Old 06-20-2013 , 09:42   Re: [TF2] PropHunt 1.93
Reply With Quote #1033

Quote:
Originally Posted by Research View Post
default balancer is working but if game result is draw, balancer is not working
and prophunt 2.04 have bug
if round timeleft is 1:45 or 1:44 - round automatically end, game reseult = drow
(I can't test all map but ph_grassland have this bug)
and balancer do nothing for scramble team or change team
Try this version.

(I won't have a chance to test this version myself for another 8 hours because I'm at work)
Attached Files
File Type: smx prophunt.smx (33.6 KB, 87 views)
File Type: sp Get Plugin or Get Source (prophunt.sp - 88 views - 73.3 KB)
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Last edited by Powerlord; 06-20-2013 at 09:45.
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404UserNotFound
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Old 06-20-2013 , 10:24   Re: [TF2] PropHunt 1.93
Reply With Quote #1034

Hey Powerlord, just a suggestion, but I think you could add the show_annotation and hide_annotation events into this plugin!

For example, when a player "discovers" another player, you could briefly attach an annotation to the disguised player with something like "Get him!" for the text.

Or you could try to attach an annotation to the Cap point that would say "Get health here" or something.

I'm sure there's plenty of things you could do with annotations, and here's some stuff for reference on how to properly implement the "event" (it can be used inside other events, shockingly enough)

Last edited by 404UserNotFound; 06-20-2013 at 10:32.
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Powerlord
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Old 06-20-2013 , 10:34   Re: [TF2] PropHunt 1.93
Reply With Quote #1035

Quote:
Originally Posted by abrandnewday View Post
Hey Powerlord, just a suggestion, but I think you could add the show_annotation and hide_annotation events into this plugin!

For example, when a player "discovers" another player, you could briefly attach an annotation to the disguised player with something like "Get him!" for the text.

Or you could try to attach an annotation to the Cap point that would say "Get health here" or something.

I'm sure there's plenty of things you could do with annotations, and here's some stuff for reference on how to properly implement the "event" (it can be used inside other events, shockingly enough)
The first would be a balance change and the second a "lets add this because we can!" bit. Not really sure it'd necessary.
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Last edited by Powerlord; 06-20-2013 at 10:34.
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Old 06-20-2013 , 20:43   Re: [TF2] PropHunt 1.93
Reply With Quote #1036

Quote:
Originally Posted by Powerlord View Post
Try this version.

(I won't have a chance to test this version myself for another 8 hours because I'm at work)
This version work perfect
thanks!
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Old 06-20-2013 , 20:46   Re: [TF2] PropHunt 1.93
Reply With Quote #1037

Quote:
Originally Posted by Research View Post
This version work perfect
thanks!
OK... all I did was make it set tf_arena_round_time 0 because apparently two round clocks were going. A little oversight from before.

The version number jumped up to 2.06 because one of the larger Prop Hunt communities is already using 2.05 for some custom changes they made. (As far as I can tell, the changes they made were actually undoing some of the 2.0 changes I made previously due to some sound mod they use.)

Anyone who is looking for version 2.06 can find it in my current Prop Hunt installation instructions post.
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Last edited by Powerlord; 06-20-2013 at 20:49.
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Old 06-21-2013 , 13:46   Re: [TF2] PropHunt 1.93
Reply With Quote #1038

I just noticed that Prop Hunt messes around with the stalemate cvars. I'll undo that at some point, as the new logic forces RED to win when time runs out, bypassing the stalemate logic entirely.

I've also been thinking: Should we make it so players don't take fall damage? The only downside to doing this is that it would add an additional dependency on the TF2Attributes plugin.
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Old 06-21-2013 , 21:23   Re: [TF2] PropHunt 1.93
Reply With Quote #1039

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Originally Posted by Powerlord View Post
I just noticed that Prop Hunt messes around with the stalemate cvars. I'll undo that at some point, as the new logic forces RED to win when time runs out, bypassing the stalemate logic entirely.

I've also been thinking: Should we make it so players don't take fall damage? The only downside to doing this is that it would add an additional dependency on the TF2Attributes plugin.
Set it up with a toggleable convar so we can choose if we want it or not?

You can probably set up something using OnAllPluginsLoaded, do a convar check. If the fall damage convar comes back as 1, make it look for TF2Attributes. If it doesn't exist on the server, skip it altogether.

Hopefully you understand what I'm "sketching out" here
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Old 06-21-2013 , 21:27   Re: [TF2] PropHunt 1.93
Reply With Quote #1040

Quote:
Originally Posted by abrandnewday View Post
Set it up with a toggleable convar so we can choose if we want it or not?

You can probably set up something using OnAllPluginsLoaded, do a convar check. If the fall damage convar comes back as 1, make it look for TF2Attributes. If it doesn't exist on the server, skip it altogether.

Hopefully you understand what I'm "sketching out" here
I'd considered that already, actually.
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