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[TF2] Sapper Immunity [v1.5.1]


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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 06-21-2011 , 14:03   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #11

I just tested the posted version of the plugin on my server, and:
  • Overrides work fine.
  • GiveSapImmuniy works fine.
  • GiveAntiSappers works fine.
  • TormentSpy works fine.
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xomp
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Join Date: Jul 2008
Old 06-21-2011 , 18:38   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #12

I use the customflag1 (or "o" flag) for donators. Which works fine on it's own. But for some reason when I override the command to allow "o" flags to work it breaks for level basic admins who have "abcdejo" flags set.

So if I override the command to work with "o" flags it breaks for those with "abcdejo" flags.

I can go as far as doing screen recordings and uploading the videos to youtube with pastebin links to my admin_groups.cfg, admin_overrides.cfg & admins.cfg if you'd like.

Last edited by xomp; 06-21-2011 at 18:43. Reason: Added links to configs
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ConkertheCat
Senior Member
Join Date: Oct 2011
Location: Internet
Old 11-06-2011 , 15:18   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #13

does this mod still work if you just use the admin part?
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ConkertheCat
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Join Date: Oct 2011
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Old 11-06-2011 , 16:27   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #14

I FOUND A ERROR D:


...if you try to sap the building....the sap sound WILL NOT STOP....


atm....im unsure whats wrong with it :c

halp?

Last edited by ConkertheCat; 11-07-2011 at 01:46.
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DarthNinja
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Join Date: Mar 2009
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Old 11-06-2011 , 19:19   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #15

http://imgur.com/jacoj
Please provide useful information if you would like a useful reply.
Do not pm me for support. Post in the appropriate thread.
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Last edited by DarthNinja; 11-06-2011 at 19:19.
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ConkertheCat
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Join Date: Oct 2011
Location: Internet
Old 11-07-2011 , 00:00   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #16

Quote:
Originally Posted by DarthNinja View Post
http://imgur.com/jacoj
Please provide useful information if you would like a useful reply.
Do not pm me for support. Post in the appropriate thread.
Look 1 post above yours ._.

Geeze you didnt notice it so i just gave you a heads up
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DarthNinja
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Join Date: Mar 2009
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Old 11-07-2011 , 04:14   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #17

Re: Your first post:
If you use "sm_sapimmunity_global 0" the plugin will do nothing unless you make use of the admin commands.

Re: Your second post:
It's obviously a conflict with the other plugin you're running. I suspect that the other plugin setting godmode on buildings every frame might be screwing things up.

Quote:
Originally Posted by ConkertheCat View Post
Geeze you didnt notice it so i just gave you a heads up
Most developers (if not all) are subscribed to their release threads, so they will see unread posts on their next visit (or will be emailed at the end of the day if there are unread messages). PMs usually send an email immediately.
Most authors have lives. Just because someone doesn't respond in an hour doesn't mean they missed your message.
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Tylerst
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Join Date: Oct 2010
Old 11-07-2011 , 04:55   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #18

Hi DarthNinja, after extensive testing of your plugin here(and by extensive I mean I used only it+the base plugins), I determined that your plugin is causing a sound loop when the sapper is removed, no errors or anything, and the only way I've found to get rid of it is re-connecting to the server.

When adding the same functionality to the full release of my building god mode plugin (which no longer sets the god mode every frame, the first plugin I did with that was just something simple I made in about 5 minutes for the request) I ran into the same problem. I was able to fix this by adding a 0.1 second timer for the kill input..

Now, I haven't tested this fix with your plugin, so I don't know if that 0.1 second window would be long enough for a sapper to cause any damage to the building, but hopefully it'll work for you as well.

Cheers

Last edited by Tylerst; 11-07-2011 at 04:58.
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DarthNinja
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Old 11-07-2011 , 15:48   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #19

Quote:
Originally Posted by Tylerst View Post
I was able to fix this by adding a 0.1 second timer for the kill input..
Thanks for the info, I had the feeling that it might be killing it too fast.
I'll post a fix for that later today.
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ConkertheCat
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Old 11-07-2011 , 19:11   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #20

Quote:
Originally Posted by DarthNinja View Post
Re: Your first post:
If you use "sm_sapimmunity_global 0" the plugin will do nothing unless you make use of the admin commands.

Re: Your second post:
It's obviously a conflict with the other plugin you're running. I suspect that the other plugin setting godmode on buildings every frame might be screwing things up.


Most developers (if not all) are subscribed to their release threads, so they will see unread posts on their next visit (or will be emailed at the end of the day if there are unread messages). PMs usually send an email immediately.
Most authors have lives. Just because someone doesn't respond in an hour doesn't mean they missed your message.

i tried it without that other plugin on.....and same problem

Spy saps it....saper disappears...if they keep trying a few more times...the noise keeps going....on random parts of the map even after they stoppd of the machine is destroyed

So its this plugin (i think)....but forget it the other coder fixed this problem ._.
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