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[TF2] RocketBounce


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SmackDaddy
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Join Date: Oct 2009
Old 05-26-2011 , 22:18   Re: [TF2] RocketBounce
Reply With Quote #21

I use a couple plugins which use SDKHooks 2.0, but am very leary about replacing my stable SDKHooks with a beta -- any idea when this plugin may be compatible with the "standard" release of SDKHooks? Thanks in advance.
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psychonic

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Join Date: May 2008
Old 05-26-2011 , 23:27   Re: [TF2] RocketBounce
Reply With Quote #22

Quote:
Originally Posted by SmackDaddy View Post
I use a couple plugins which use SDKHooks 2.0, but am very leary about replacing my stable SDKHooks with a beta -- any idea when this plugin may be compatible with the "standard" release of SDKHooks? Thanks in advance.
SDKHooks 2.0 went out of beta and became the "standard" release 1.5 months ago. It is backwards compatible with the vast majority of plugins that already used a prior version. Older versions don't even load on TF2, so not sure what you're talking about.
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SmackDaddy
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Old 05-27-2011 , 20:43   Re: [TF2] RocketBounce
Reply With Quote #23

Quote:
Originally Posted by psychonic View Post
SDKHooks 2.0 went out of beta and became the "standard" release 1.5 months ago. It is backwards compatible with the vast majority of plugins that already used a prior version. Older versions don't even load on TF2, so not sure what you're talking about.
Yesterday the Original Post said the requirement was SDKHooks 2 BETA <--- BETA. Now the OP has modified the first post and of course I look stupid. S'cool.....just wanted to let you know what I was talking about.....thanks.
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psychonic

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Old 05-27-2011 , 20:46   Re: [TF2] RocketBounce
Reply With Quote #24

Quote:
Originally Posted by SmackDaddy View Post
Yesterday the Original Post said the requirement was SDKHooks 2 BETA <--- BETA. Now the OP has modified the first post and of course I look stupid. S'cool.....just wanted to let you know what I was talking about.....thanks.
I didn't even check the first post. It may have still said that when I posted

I wasn't trying to be condescending, though it seems that it came out that way. Just trying to convey info.
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 05-29-2011 , 10:49   Re: [TF2] RawketBawnce
Reply With Quote #25

Quote:
Originally Posted by Leonardo View Post
bouncing homing rockets. it's a bloody dangerous!

also
can't destroy sentries, dispensers, ...
how to set the firing speed?
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FlaminSarge
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Join Date: Jul 2010
Old 05-29-2011 , 17:42   Re: [TF2] RocketBounce
Reply With Quote #26

That's a TF2Items custom weapon.
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eco3576
Senior Member
Join Date: Jul 2010
Old 07-15-2011 , 16:43   Re: [TF2] RocketBounce
Reply With Quote #27

Quote:
Originally Posted by FlaminSarge View Post
The IncrementDeflect sig is the only one that changed for rocketBounce...
It'd be better to use offsets for these, since those are easier to find. I have the version, will post later.

EDIT: here, 1.3. The sm_rb_all cvar is now sm_rb_which, which determines which projectiles to bounce.
You add up the numbers of the ones you want to bounce.
1 - rocket
2 - flare
4 - arrow
8 - crossbow bolt
16 - sentry rocket

Gamedata changed too, uses an offset now.

It would be a bad idea to mess with arrows. Since there can only be about eight or nine of them being active with owners before crashing the server.

Last edited by eco3576; 07-15-2011 at 16:45.
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FlaminSarge
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Join Date: Jul 2010
Old 07-16-2011 , 03:14   Re: [TF2] RocketBounce
Reply With Quote #28

Untrue, I gave everyone on a 32-player server a rapidfire huntsman, flipped on rocketbounce, set the max to 999, and watched the lag (crashing occured for some clients clientside, but server didn't crash)
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Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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eco3576
Senior Member
Join Date: Jul 2010
Old 07-16-2011 , 17:23   Re: [TF2] RocketBounce
Reply With Quote #29

Quote:
Originally Posted by FlaminSarge View Post
Untrue, I gave everyone on a 32-player server a rapidfire huntsman, flipped on rocketbounce, set the max to 999, and watched the lag (crashing occured for some clients clientside, but server didn't crash)

Hmmm. Must depend on the map that I'm using. It's a huge one in which the Source Engine is almost stretched to its limit.
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FlaminSarge
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Join Date: Jul 2010
Old 07-16-2011 , 19:26   Re: [TF2] RocketBounce
Reply With Quote #30

Max entities, so probably. That's with any entity, though, e.g. spawning 900 horsemenn. So its not somthing *solely* for arrows.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
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You will be fed to javalia otherwise.
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