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[TF2] Sapper Immunity [v1.5.1]


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ConkertheCat
Senior Member
Join Date: Oct 2011
Location: Internet
Old 11-07-2011 , 19:12   Re: [TF2] Sapper Immunity [v1.5.0]
Reply With Quote #21

Quote:
Originally Posted by Tylerst View Post
Hi DarthNinja, after extensive testing of your plugin here(and by extensive I mean I used only it+the base plugins), I determined that your plugin is causing a sound loop when the sapper is removed, no errors or anything, and the only way I've found to get rid of it is re-connecting to the server.

When adding the same functionality to the full release of my building god mode plugin (which no longer sets the god mode every frame, the first plugin I did with that was just something simple I made in about 5 minutes for the request) I ran into the same problem. I was able to fix this by adding a 0.1 second timer for the kill input..

Now, I haven't tested this fix with your plugin, so I don't know if that 0.1 second window would be long enough for a sapper to cause any damage to the building, but hopefully it'll work for you as well.

Cheers

oh wait ninjed :p

yeah thsi was the error i spoke of about the sound loop
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 02-17-2012 , 13:46   Re: [TF2] Sapper Immunity [v1.5.1]
Reply With Quote #22

Anyway this can work on server-side sentries? It seems sentries created through hammer (sentries with no owner) can still be sapped. Regardless of the global setting.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 02-17-2012 , 15:59   Re: [TF2] Sapper Immunity [v1.5.1]
Reply With Quote #23

Quote:
Originally Posted by Skyrider View Post
Anyway this can work on server-side sentries? It seems sentries created through hammer (sentries with no owner) can still be sapped. Regardless of the global setting.
The event probably doesn't fire. So no, unless you used sdkhooks.
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