Raised This Month: $12 Target: $400
 3% 

VSH VS. Saxton Hale Version 2 - v2.12.1 Dev


Post New Thread Reply   
 
Thread Tools Display Modes
KoltaiArmy
AlliedModders Donor
Join Date: Feb 2015
Location: Hungary
Old 12-16-2017 , 06:22   Re: VS. Saxton Hale Version 2 - v2.0.1 Stable
Reply With Quote #91

Hi!
I have only 2 question.
1. Why the melee weapons dont have crits? And if possible, how can I turn it on?
2. How to Add music to the bosses? I checked the files, and the tutorials, but I didn't find anything about this.
Greetings
__________________

Last edited by KoltaiArmy; 12-16-2017 at 06:36.
KoltaiArmy is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 12-16-2017 , 18:42   Re: VS. Saxton Hale Version 2 - v2.0.1 Stable
Reply With Quote #92

Quote:
Originally Posted by KoltaiArmy View Post
Hi!
I have only 2 question.
1. Why the melee weapons dont have crits? And if possible, how can I turn it on?
2. How to Add music to the bosses? I checked the files, and the tutorials, but I didn't find anything about this.
Greetings
the melee weapons don't have crits? that's not a good thing, file a bug issue on the github when you can.

I will also make a music tutorial for adding background music.
__________________
nergal is offline
KoltaiArmy
AlliedModders Donor
Join Date: Feb 2015
Location: Hungary
Old 12-20-2017 , 11:38   Re: VS. Saxton Hale Version 2 - v2.0.1 Stable
Reply With Quote #93

Quote:
Originally Posted by nergal View Post
the melee weapons don't have crits? that's not a good thing, file a bug issue on the github when you can.

I will also make a music tutorial for adding background music.
And one more thing, the sniper weapons do the same dmg, (50 dmg / shot)

I'm running your plugin on my tf2 server, and collect my players feedbacks, so if i find anything, i will contact you.

Edit: Sorry, my bad, the sniper weapons have good damage (150/shot), but my sniper weapon. I have strange weapon skin, and i think this cause the bug.
__________________

Last edited by KoltaiArmy; 12-21-2017 at 12:08.
KoltaiArmy is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 08-04-2018 , 01:56   Re: VS. Saxton Hale Version 2 - v2.0.1 Stable
Reply With Quote #94

Quote:
Originally Posted by KoltaiArmy View Post
And one more thing, the sniper weapons do the same dmg, (50 dmg / shot)

I'm running your plugin on my tf2 server, and collect my players feedbacks, so if i find anything, i will contact you.

Edit: Sorry, my bad, the sniper weapons have good damage (150/shot), but my sniper weapon. I have strange weapon skin, and i think this cause the bug.
I've finally fixed your issue, if you're still on this website!
__________________
nergal is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 08-04-2018 , 01:59   Re: VS. Saxton Hale Version 2 - v2.0.1 Stable
Reply With Quote #95

Update for VSH2

Added beta form of forwards. This means that developers can now create custom bosses as subplugins entirely through VSH2's API instead of continuously building and compiling bosses into the overall plugin.

You still have the option of hard coding your bosses into VSH2 but this update now give you a secondary option!
__________________
nergal is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 08-12-2018 , 23:14   Re: VS. Saxton Hale Version 2 - v2.1.2 Dev
Reply With Quote #96

v2.1.2


Added Forwards.
Added optional native Goomba Stomp support (Includes CVARs to control Goomba behaviour against Bosses).
Added CVAR to control dropped weapons. Is set to disable them by default.
Added CVAR for Multiboss handicap. Controls how much raw HP is removed from each Boss per number of Bosses for a Multiboss round.
Changed Spy cloak damage resistance from -50% to always deal 85/60 damage for the Invisi-Watch/Dead Ringer respectively.
Removed Rocket Launching Natascha.
Added start-of-round suicide prevention for Bosses.
Fixed TF2Attributes not being an optional dependency.
Fixed several bugs submitted by CookiesIO.
Renamed a few internal player properties.
Several fixes and additions by Scags.
Added CVAR to disable randomized Multibosses.
Added natives concerning the max ammo and clipsize of a player's weapons.
Other various small bug fixes and additions.
Moved Plague Doctor boss to a subplugin!
Added Internally adding and subplugin based boss creation tutorials!
__________________
nergal is offline
MarkTheMan
Junior Member
Join Date: Aug 2018
Old 09-09-2018 , 08:45   Re: VS. Saxton Hale Version 2 - v2.1.2 Dev
Reply With Quote #97

ED_Alloc: No Free Edicts - This error i get when i become boss. What do i do???
MarkTheMan is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 11-11-2018 , 14:44   Re: VS. Saxton Hale Version 2 - v2.1.2 Dev
Reply With Quote #98

Quote:
Originally Posted by MarkTheMan View Post
ED_Alloc: No Free Edicts - This error i get when i become boss. What do i do???
what map were you on when this error occurred? What boss were you? How many players were on? How many plugins do you have installed?
__________________
nergal is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 09-15-2019 , 15:17   Re: VS. Saxton Hale Version 2 - v2.2.0 Dev
Reply With Quote #99

Update V2.2.0 aka VSH2 Revival Update

Changelog:
  • Removed 'and' + 'or' macros.
  • Established a commenting & code format standard.
  • Removed code that was commented-out for years.
  • Changed alot of code formatting to fit most of the newly established standard.
  • Fixed facestabbing glitch for Plague Doctor
  • Deprecated GetProperty & SetProperty, replaced them with G/SetPropInt, G/SetPropFloat, and G/SetPropAny.
  • Embedded HHH Jr's climbing limit into his HUD.
  • Added cvar to change HHH Jr's climbing limit.
  • Changed boss special command to host a menu instead of requiring a boss ID number.
  • Fixed oversight where HHH had the same menu ID value as the Christian Brutal Sniper.
  • Moved certain map oriented checks and features to the gamemode manager class.
  • Moved VSH2 round state enum to vsh2.inc
  • Added storage for boss names as SetName and GetName methods.
  • Reimplemented super duper jump from VSH1.
  • Teleporting boss back to spawn now ignores disabled spawn points.
  • Added cvar to control the initial seconds addition to health checking time to prevent wasting short-time health checks.
  • Due to complaints, reduced minigun damaged boost (when healed by a medic) from 25% to 15%.
  • Teleporting boss (or anyone really) also checks if the spawn is blocked off.
  • Changed 'TeleToSpawn' to return a bool.
  • Also due to complaints, heavy shotgun healing has been nerfed by half-damage.
  • Replaced team number defines with an enum in vsh2.inc
  • VSH2 Version Cvar is now recorded unto the config.
__________________
nergal is offline
nergal
Veteran Member
Join Date: Apr 2012
Old 09-15-2019 , 15:31   Re: VS. Saxton Hale Version 2 - v2.2.1 Dev
Reply With Quote #100

v2.2.1 Update

Couple hotfixes for cfg version checking and tf2attribs blocking players from getting weapon changes.
__________________

Last edited by nergal; 09-15-2019 at 15:32.
nergal is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:47.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode