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


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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 06-24-2011 , 04:04   Re: [TF2] VS Saxton Hale Mode
#1191

asherkin is currently working on tf2items.
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Last edited by DarthNinja; 06-24-2011 at 04:54.
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 06-24-2011 , 05:57   Re: [TF2] VS Saxton Hale Mode
#1192

Hmm... I got my TF2Items updated, everything runs smoothly except for vsh, it crashes the server when any boss spawns... eggman we need updates please... ty.
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Kryptos
Junior Member
Join Date: Jun 2011
Old 06-24-2011 , 06:20   Re: [TF2] VS Saxton Hale Mode
#1193

Updated MM, SMM and TF2Items but VSH crashes the server when it tries to make a player Hale.
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Mev
Senior Member
Join Date: Apr 2011
Old 06-24-2011 , 06:50   Re: [TF2] VS Saxton Hale Mode
#1194

I have done mm/sm, got the newest version of tf2items, re-done sdk hooks, redid all my translations.

Just about everything you can imagine, and actually managed to get saxton to load.

But it just crashes over and over when somebody else joins? halp!
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Kryptos
Junior Member
Join Date: Jun 2011
Old 06-24-2011 , 07:55   Re: [TF2] VS Saxton Hale Mode
#1195

Quote:
Originally Posted by Mev View Post
I have done mm/sm, got the newest version of tf2items, re-done sdk hooks, redid all my translations.

Just about everything you can imagine, and actually managed to get saxton to load.

But it just crashes over and over when somebody else joins? halp!
You only need to update metamod and sourcemod to get the server loading. Disabling VSH will stop the server crashing when people join teams, so it's obviously either VSH or the extensions/plugins it uses, namely TF2Items.
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S_W_A_T
Senior Member
Join Date: Dec 2007
Old 06-24-2011 , 08:14   Re: [TF2] VS Saxton Hale Mode
#1196

Quote:
Originally Posted by Velture View Post
Yes i will. Give us 1hr so we can delete our special characters becouse we're using 10 special bosses insted of original 4.

And in other news SAXTONER mode is 99% finished.
Otay, ty.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-24-2011 , 09:04   Re: [TF2] VS Saxton Hale Mode
#1197

Have it up running as well but a few new "bugs". Can't see saxton's "shovel" (no weapon model at all) but can still kill. Jr and Sniper can see them fine. Equip soldier with shovel see it fine. Last person doesn't seem to be getting critz. Other than that seems to be running so far on a few maps.

Update:No weapons seem to have critz at all...e.g. sniper rifle etc As matter fact taunt critz no longer works either...tried to different versions. And the amp isn't working...it goes up fine and looks fine but zero critz or the special area effect thing visible. Plus the medic uber no longer invincible but the kritzkreig does seem to work. Here are the errors:

L 06/24/2011 - 09:09:48: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 06/24/2011 - 09:09:48: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 06/24/2011 - 09:09:48: [SM] [0] Line 1735, saxtonhale.sp::ClientTimer()
L 06/24/2011 - 09:09:48: [SM] Native "TF2_AddCondition" reported: Failed to locate function
L 06/24/2011 - 09:09:48: [SM] Displaying call stack trace for plugin "tauntcrits_12.smx":
L 06/24/2011 - 09:09:48: [SM] [0] Line 357, /home/groups/alliedmodders/forums/files/4/1/9/8/1/75680.attach::Check()
L 06/24/2011 - 09:09:48: [SM] [1] Line 157, /home/groups/alliedmodders/forums/files/4/1/9/8/1/75680.attach::HookTauntEnd()

Last edited by MaloModo; 06-24-2011 at 10:19.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 06-24-2011 , 12:06   Re: [TF2] VS Saxton Hale Mode
#1198

MaloModo: Valve changed the shovel over to a c_model weapon, and because the plugin automatically sets the shovel to be invisible, now you can no longer see it (since setting a c_model weapon to invis also invis's the viewmodel). I have a pretty good solution for that already (I made his shovel look like fists, so that he swings an empty hand at people).

TF2_AddCondition is part of the TF2 Extension which I believe has already been updated for this recent update. Make sure you update your server to SM 1.3.8 release (it's on the releases page even though there's been no news post) and MMS 1.8.7 (sourcemm.net, it should already be on the main page).
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-24-2011 , 12:13   Re: [TF2] VS Saxton Hale Mode
#1199

Quote:
Originally Posted by FlaminSarge View Post
MaloModo: Valve changed the shovel over to a c_model weapon, and because the plugin automatically sets the shovel to be invisible, now you can no longer see it (since setting a c_model weapon to invis also invis's the viewmodel). I have a pretty good solution for that already (I made his shovel look like fists, so that he swings an empty hand at people).

TF2_AddCondition is part of the TF2 Extension which I believe has already been updated for this recent update. Make sure you update your server to SM 1.3.8 release (it's on the releases page even though there's been no news post) and MMS 1.8.7 (sourcemm.net, it should already be on the main page).
SourceMod Version Information:
SourceMod Version: 1.3.8
SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.3.
SourcePawn API: v1 = 4, v2 = 3
Compiled on: Jun 23 2011 1103
Build ID: 3150:b7ffb8cb3d9a
http://www.sourcemod.net/

Metamod:Source version 1.9.0-dev
Build ID: 758:caf7d6dd8b80-dev
Loaded As: Valve Server Plugin
Compiled on: Jun 23 2011
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/

Thanks for reply...that is what version running on saxton server with still the add condition...those aren't uptodate or correct?

UPDATE: At Flame....leason learned AGAIN...installed stable versions of both and critz etc are back....cheers mate. You care to share the shovel fix?

Last edited by MaloModo; 06-24-2011 at 12:38.
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Eggman
Senior Member
Join Date: Jan 2010
Old 06-24-2011 , 12:18   Re: [TF2] VS Saxton Hale Mode
#1200

Is a TF2Items works? I Have crushs on

PHP Code:
stock SpawnWeapon(client,String:name[],index,level,qual,String:att[])
{        
    new 
Handle:hWeapon TF2Items_CreateItem(OVERRIDE_ALL);
    
TF2Items_SetClassname(hWeaponname);
    
TF2Items_SetItemIndex(hWeaponindex);
    
TF2Items_SetLevel(hWeaponlevel);
    
TF2Items_SetQuality(hWeaponqual);
    new 
String:atts[32][32];
    new 
count ExplodeString(att" ; "atts3232);
    if (
count 0)
    {
        
TF2Items_SetNumAttributes(hWeaponcount/2);
        new 
i2 0;
        for (new 
0counti+=2)
        {
            
TF2Items_SetAttribute(hWeaponi2StringToInt(atts[i]), StringToFloat(atts[i+1]));
            
i2++;
        }
    }
    else
        
TF2Items_SetNumAttributes(hWeapon0);
    if (
hWeapon==INVALID_HANDLE)
        return -
1;


    new 
entity TF2Items_GiveNamedItem(clienthWeapon); //Crush is on this line


    
EquipPlayerWeapon(cliententity);
    return 
entity;

Making version without TF2Items until this problem not fixed...
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