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[TF2] PropHunt 1.93


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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 02-11-2013 , 17:37   Re: [TF2] PropHunt 1.93
Reply With Quote #931

try the latest snapshot of MM and SM not 1.9.1 but 1.10 dev
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ColdFire
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Join Date: Jan 2008
Old 02-12-2013 , 03:56   Re: [TF2] PropHunt 1.93
Reply With Quote #932

Ok I'm gonna update them and I'll try tonight
Thanks
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ColdFire
Member
Join Date: Jan 2008
Old 02-12-2013 , 16:44   Re: [TF2] PropHunt 1.93
Reply With Quote #933

Quote:
Originally Posted by BBG_Theory View Post
try the latest snapshot of MM and SM not 1.9.1 but 1.10 dev
With the latest dev builds of MM and sourcemod, it worked perfectly, thank you!
I also recompiled directly on the server both prop-hunt and obserpoint plugins, no error since, we were able to enjoy lots of rounds on several maps without a single crash

Thanks again for the help!
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ColdFire
Member
Join Date: Jan 2008
Old 02-13-2013 , 03:50   Re: [TF2] PropHunt 1.93
Reply With Quote #934

What could be fun to add is taunts, like it was on the original Garry's mod... mod:
props would taunt and it would emit a random sound from their localization, the sound being taken from a list of sounds with different lengths.

What was fun is when you'd get a looooong taunt sound and you would fear as hell to be discovered

Anyway, thanks for this great plugin, we had a lot of fun playing it yesterday
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psyhyatr
Member
Join Date: Sep 2012
Old 02-14-2013 , 10:59   Re: [TF2] PropHunt 1.93
Reply With Quote #935

hi people!awesome mod! but i need to change time from 2 minutes to 3,and how i can disable cp?
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KiRRA
Senior Member
Join Date: Nov 2012
Old 02-14-2013 , 15:27   Re: [TF2] PropHunt 1.93
Reply With Quote #936

Quote:
Originally Posted by psyhyatr View Post
hi people!awesome mod! but i need to change time from 2 minutes to 3,and how i can disable cp?
I thought the round time itself was embedded into the map itself, I THOUGHT. I believe you can change the map time limit but I didn't think you could modify the round time itself, I could be wrong though.

What are you trying to disable the CP for? Remove the ability for props/players to heal themselves perhaps? Might be able to comment out or delete that part of the plugin in the .sp file and recompile it locally.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 02-14-2013 , 16:33   Re: [TF2] PropHunt 1.93
Reply With Quote #937

Quote:
Originally Posted by KiRRA View Post
I thought the round time itself was embedded into the map itself, I THOUGHT. I believe you can change the map time limit but I didn't think you could modify the round time itself, I could be wrong though.
I haven't checked the code, but even if it is embedded in the map, the round time can be changed by using the team_round_timer's SetTime input at round start or m_nTimerInitialLength datamap prop at the map start.
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Last edited by Powerlord; 02-14-2013 at 16:35.
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psyhyatr
Member
Join Date: Sep 2012
Old 02-15-2013 , 06:31   Re: [TF2] PropHunt 1.93
Reply With Quote #938

Quote:
Originally Posted by KiRRA View Post

What are you trying to disable the CP for? Remove the ability for props/players to heal themselves perhaps? Might be able to comment out or delete that part of the plugin in the .sp file and recompile it locally.
no!! if blue team сapture cp it finish a round!! its not give bonus or heal themselves !!
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KiRRA
Senior Member
Join Date: Nov 2012
Old 02-15-2013 , 13:00   Re: [TF2] PropHunt 1.93
Reply With Quote #939

Quote:
Originally Posted by psyhyatr View Post
no!! if blue team сapture cp it finish a round!! its not give bonus or heal themselves !!
Sounds to me like an issue with the plugin not being loaded correctly or something as the CP should never actually allow itself to be captured, or atleast it doesn't in all the time we've run this plugin.

Everything else in the plugin works great? No issues with players not becoming props or anything odd like that?
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psyhyatr
Member
Join Date: Sep 2012
Old 02-18-2013 , 11:06   Re: [TF2] PropHunt 1.93
Reply With Quote #940

why players can change class?? how to disable its?
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