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VSH VSH, old thread (v1.42) - Information/etc.


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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 11-27-2011 , 15:34   Re: [TF2] VS Saxton Hale Mode
#2391

Also, the Vagineer's model doesn't have a headshot hitbox can you add it?
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-28-2011 , 04:04   Re: [TF2] VS Saxton Hale Mode
#2392

Rowdy: You should be using SM 1.4 release or above for VSH.
x6herbius: The point freeze is too exploitable, I think. Yeah, I played with Notch. He's a bloody good Soldier (that, or his 9 medics were helping him out).
BBG: could probably use the VSH_OnMusic forward.
napalm: the models aren't very well-made, not much I can do about that.

The next update will have... I'm not sure. I'm not sure when the next update will come out. It has stuff. Yeah.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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MaloModo
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Join Date: Aug 2008
Old 11-28-2011 , 12:14   Re: [TF2] VS Saxton Hale Mode
#2393

Not sure but think has to do with VSH mod. I run some custom weapons with tf2items...two being medic gun and soldier blackbox/rocket launcher. Not sure which update, perhaps one or two ago, broke my blackbox .Up until then was working fine. Trying to custom the medic gun hasn't worked for some time. The custom jag and a few other weapons still work fine. Anyway around this?

How is cave doing? ;)

Last edited by MaloModo; 11-28-2011 at 12:17.
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FlaminSarge
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Join Date: Jul 2010
Old 11-28-2011 , 13:55   Re: [TF2] VS Saxton Hale Mode
#2394

I still haven't gotten Cave's superjump code down yet. I need something that consistently applies then removes a decal on the map. So far I've only seen things that apply a decal, but the removal of it doesn't show up (it stays on the map) for clients until they rejoin.

VSH will have a bit of issues with the TF2Items config, as both use TF2Items_OnGiveNamedItem to do some weapon modification so I don't have to strip the weapon completely and give a new custom one (making that custom one invisible).

I believe that if one of the OnGiveNamedItems goes first, the other gets ignored (each plugin is built to ignore the weapon if it's already been "OnGive'd". I guess I can change this. The rocket launchers all get modified by VSH, and the TF2Items config ignores them since they've already been changed. So VSH is getting to OnGiveNamedItem first. Sometimes it'll be the other way around and your custom changes will go through instead of VSH.

You also still need to send me the config you have for koth maps for Stripper:Source.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 11-28-2011 at 13:57.
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MaloModo
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Join Date: Aug 2008
Old 11-28-2011 , 15:49   Re: [TF2] VS Saxton Hale Mode
#2395

@ FlaminSarge...thanks for the reply....makes sense. Check your PMs.
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rowedahelicon
Senior Member
Join Date: Feb 2011
Location: The Observatory
Old 11-28-2011 , 19:13   Re: [TF2] VS Saxton Hale Mode
#2396

Quote:
Originally Posted by MaloModo View Post
@ FlaminSarge...thanks for the reply....makes sense. Check your PMs.
Did you guys ever get that koth stuff working with saxton?
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babaj
Member
Join Date: Sep 2011
Old 11-29-2011 , 07:31   Re: [TF2] VS Saxton Hale Mode
#2397

L 11/28/2011 - 13:40:26: Info (map "vsh_dr_factory_v2e") (file "errors_20111128.log")
L 11/28/2011 - 13:40:26: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 346/instanced_scripted_scene)
L 11/28/2011 - 13:40:26: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 11/28/2011 - 13:40:26: [SM] [0] Line 2573, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 11/28/2011 - 13:40:26: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 346/instanced_scripted_scene)
L 11/28/2011 - 13:40:26: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 11/28/2011 - 13:40:26: [SM] [0] Line 2573, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 11/28/2011 - 13:40:26: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 346/instanced_scripted_scene)
L 11/28/2011 - 13:40:26: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 11/28/2011 - 13:40:26: [SM] [0] Line 2573, C:\sourcemod\saxtonhale.sp::ClientTimer()
L 11/28/2011 - 13:40:26: [SM] Native "GetEntProp" reported: Property "m_iItemDefinitionIndex" not found (entity 346/instanced_scripted_scene)
L 11/28/2011 - 13:40:26: [SM] Displaying call stack trace for plugin "saxtonhale.smx":

я так понимаю ошибка возникает на картах с разными кнопками, переключателями и тд

I understand there is an error in the maps with different buttons, switches, etc.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 11-29-2011 , 08:20   Re: [TF2] VS Saxton Hale Mode
#2398

MaloModo: asherkin tells me that the best way to replace the logic ents for maps in TF2 is via Stripper and not via whatever hacky method I'm coming up with. Therefore, I'm gonna tell people that wanna use this with koth to use that cfg. K?

babaj: already fixed with the next update sometime soon.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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x6herbius
Senior Member
Join Date: May 2011
Location: West Sussex, UK
Old 11-29-2011 , 09:31   Re: [TF2] VS Saxton Hale Mode
#2399

For the decal, could you use overlays or projected textures?
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lionheart1066
Senior Member
Join Date: Aug 2009
Old 11-30-2011 , 05:24   Re: [TF2] VS Saxton Hale Mode
#2400

I just finished uploading Warebloom b7. Its now available for download.

Do not worry about the nav file, its packed into the bsp.

Code:
-- Changelog --
---------------

7.0

- Added an entity for one of FlaminSarges upcoming updates to the mod around the door fix.
- Added health and ammo packs to the upstairs area.
- Expanded the vents.
- Retextured certain brushes.
- Increased the size of the doors in spawn to the camp spots.
- Moved a light prop in order to prevent a glitch were the player would become stuck.
Quote:
Originally Posted by x6herbius View Post
For the decal, could you use overlays or projected textures?
Overlay.

Last edited by lionheart1066; 11-30-2011 at 05:32.
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