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TF2: Roll the Dice RTD - v0.4


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wlad2308
New Member
Join Date: Nov 2013
Old 11-05-2013 , 06:39   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1251

Hello, I use translator Russian, could you translate this plugin into Russian thanks in advance.
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wlad2308
New Member
Join Date: Nov 2013
Old 11-05-2013 , 06:40   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1252

Добрый день, я русский использую переводчик, не могли бы вы перевести этот плагин на русский язык заранее спасибо
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eraserhead
Veteran Member
Join Date: Nov 2009
Old 11-06-2013 , 12:22   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1253

Quote:
Originally Posted by Horsedick View Post
as I posted in another thread, it isn't up to the op to create the nav file just make a notice that it would be good to have for the use of this on a custom map and then just post to the Valve wiki page on how to create it.
I used one of the spell cast plugins on my orange server and the skeletons started walking around the map and attacking players, so no nav file is required
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 11-07-2013 , 11:26   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1254

Quote:
Originally Posted by eraserhead View Post
I used one of the spell cast plugins on my orange server and the skeletons started walking around the map and attacking players, so no nav file is required
Actually a nav file will semi be needed because the AI needs to be able to path find toward it's target, nav files provide the path finding capability by defining where bots can/can't go
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 11-08-2013 , 05:24   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1255

Just because you didn't generate a nav file does not mean that there isn't one. Lots of maps just pack it into the bsp. Also, some are in the valve vpks for stock maps.. You need a nav for bots to run around..
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 11-15-2013 , 18:35   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1256

I believe there is (was?) some debate as to how the skeleton AI works. A nav may actually not be required for them.
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Last edited by DarthNinja; 11-15-2013 at 18:35.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 11-16-2013 , 16:46   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1257

I integrated the skeleton king into a map revision for my trade servers, a nav file was needed or they just stood there.
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Amazing_Horse
Member
Join Date: Mar 2013
Old 11-30-2013 , 08:00   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1258

One question.
Everyone on my server is able to use it but i setted the cVars right thought.
Also i setted flag o in admin overrides.

How can i enable it just for players with flag "o" ?

Best Regardes , Horsey
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HelpMe
Senior Member
Join Date: Jun 2013
Location: Home
Old 12-02-2013 , 08:58   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1259

Could you paste your overrides cfg? Just in case you misspelled something
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Willixel
Junior Member
Join Date: Oct 2013
Old 12-16-2013 , 20:52   Re: TF2: Roll the Dice RTD - v0.4 - NEW!
Reply With Quote #1260

Where do you adjust which rewards can be obtained through RTD? I'm looking at rtd_effects.cfg, and I don't see any way to enable/disable effects.
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