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[TF2] Melee Only


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vicesenator
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Join Date: May 2013
Old 05-14-2013 , 10:45   Re: [TF2] Melee Only
Reply With Quote #341

this is a great mod, but i have 1 problem;

how do i disable the engineer from building sentries, mini-sentries and other buildings?

do i need to install this plugin; http://forums.alliedmods.net/showthread.php?p=866626

or is there another simple way to disable the engineer from building sentries (including mini-sentry)

really need help fast ! thanks!
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 05-14-2013 , 10:53   Re: [TF2] Melee Only
Reply With Quote #342

When melee mode is enabled, sentries will not fire. They are dead. If you still want to block them, you can set melee_mode to 1 which forces players to always have their melee weapon out so they can't build.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 05-14-2013 , 20:08   Re: [TF2] Melee Only
Reply With Quote #343

Quote:
Originally Posted by pheadxdll View Post
Today's update changed the gamedata. Grab a new melee.txt and restart.
I don't think so - I tried the new one you uploaded and it didn't work for me so I went back to the old and it works fine.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 06-16-2013 , 06:18   Re: [TF2] Melee Only
Reply With Quote #344

So... I noticed I've been getting this in my error long lately:
Code:
L 06/16/2013 - 02:25:42: [SM] Native "SetFailState" reported: Could not initialize call for CTFPlayer::Weapon_Switch
L 06/16/2013 - 02:25:42: [SM] Displaying call stack trace for plugin "melee.smx":
L 06/16/2013 - 02:25:42: [SM]   [0]  Line 76, /home/groups/alliedmodders/forums/files/3/8/8/2/9/118852.attach::OnPluginStart()
I took a look at the code and it appears to be checking SDKHooks gamedata file, but despite SDKHooks gamedata being up to date (at least compared to the automated offets dumper), it's throwing this error on startup.

Edit: Nevermind. Somehow I only had 1.4 on my server... I swear I replaced both the plugin and its gamedata at the same time.
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Last edited by Powerlord; 06-16-2013 at 06:22.
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DioJoestar
Junior Member
Join Date: May 2013
Old 06-19-2013 , 13:55   Re: [TF2] Melee Only
Reply With Quote #345

melee_mode and melee_jumper cvars doesnt work for me.
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Rainicorn
Member
Join Date: Jun 2011
Location: Palo Alto, California
Old 06-22-2013 , 23:00   Re: [TF2] Melee Only
Reply With Quote #346

Quote:
Originally Posted by pheadxdll View Post
That cvar doesn't belong to this plugin. You are running something else.
Wow, I am so embarrassed! I was using cvars for an older plugin in the cfg without realizing, thinking that it went to this plugin. I'm sorry for wasting your time with this.

I was wondering, if it isn't too much trouble, could you include an option so that we can choose which buildings are allowed (such as teleporters being disabled, but dispensers enabled)? I have a votemap and I would love for people to be able to build dispensers on it. But Engies building Teleporters to segregated areas is a huge problem for me.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 07-10-2013 , 19:35   Re: [TF2] Melee Only
Reply With Quote #347

going to assume a gamedata change will be needed for this after todays update?
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 07-10-2013 , 20:46   Re: [TF2] Melee Only
Reply With Quote #348

Yup, update with melee.txt from the first post. Working here!
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Horsedick
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Join Date: Sep 2011
Old 07-10-2013 , 21:04   Re: [TF2] Melee Only
Reply With Quote #349

Quote:
Originally Posted by pheadxdll View Post
Yup, update with melee.txt from the first post. Working here!

the new one you uploaded doesn't include "Weapon_Switch" data which was in the previous one I was using..why?
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 07-10-2013 , 21:07   Re: [TF2] Melee Only
Reply With Quote #350

I addressed that above but it's because SDKHooks is now included with SM 1.5 which contains the gamedata for Weapon_Switch.
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