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mehmetali
Senior Member
Join Date: Jan 2010
Location: Turkey
Old 09-05-2011 , 08:04   Re: [TF2] VS Saxton Hale Mode
#1871

Quote:
Originally Posted by FlaminSarge View Post
Can they equip the bazaar bargain?
And arena never re-equips weapons on round start, unless you have a plugin for it...
bazaar can equiped

no re equip, only can't switch

----

update to 1.362 but not solved

metamod 1.8.8-devV, sm 1.4.0-dev, sdk 2.0 and tf2items 1.5.1

Here the in-game demo about problem

Last edited by mehmetali; 09-05-2011 at 09:39.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-05-2011 , 20:40   Re: [TF2] VS Saxton Hale Mode
#1872

Is TFDB running?
__________________
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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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MaloModo
Veteran Member
Join Date: Aug 2008
Old 09-06-2011 , 00:27   Re: [TF2] VS Saxton Hale Mode
#1873

@mehmetali
Did you try with stable branches? Just a random thought......
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 09-06-2011 , 07:06   Re: [TF2] VS Saxton Hale Mode
#1874

Good or bad idea: the Thumping footsteps for the horsemann (the code's already done)?

Also, I just noticed that the Megaman map tries to implement its own horsemann noises (but the sound files aren't packed into the bsp apparently :/ )
__________________
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.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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mehmetali
Senior Member
Join Date: Jan 2010
Location: Turkey
Old 09-06-2011 , 07:29   Re: [TF2] VS Saxton Hale Mode
#1875

Quote:
Originally Posted by FlaminSarge View Post
Is TFDB running?
yes, our server multimod
but arena and vsh maps with sm_dodgeball_enabled "0"

Quote:
Originally Posted by MaloModo View Post
@mehmetali
Did you try with stable branches? Just a random thought......
As a last resort to try it
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Phoenixf129
Junior Member
Join Date: Aug 2011
Old 09-06-2011 , 11:11   Re: [TF2] VS Saxton Hale Mode
#1876

Ever thought of blocking the LAST person from using dead ringer if they are a spy? Its kinda BS that the last person can DR then go hide and continue to do this, extends the round longer than it should be.
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 09-06-2011 , 11:23   Re: [TF2] VS Saxton Hale Mode
#1877

Quote:
Originally Posted by FlaminSarge View Post
Good or bad idea: the Thumping footsteps for the horsemann (the code's already done)?

Also, I just noticed that the Megaman map tries to implement its own horsemann noises (but the sound files aren't packed into the bsp apparently :/ )
yes its a good idea and they are easy to implement into a map, if u need an example u can decompile the map on my trade server
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 09-06-2011 , 12:14   Re: [TF2] VS Saxton Hale Mode
#1878

Quote:
Servers with this Plugin: 293

I think that this stat is broken. I found only 41 VSH servers through steam (from 4357 total TF2 servers).

Edit:
Quote:
Originally Posted by FlaminSarge View Post
Good or bad idea: the Thumping footsteps for the horsemann (the code's already done)?
I think it should be in the mode, but let ops to dissable it.

Last edited by wasder; 09-06-2011 at 12:20.
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Phoenixf129
Junior Member
Join Date: Aug 2011
Old 09-06-2011 , 12:49   Re: [TF2] VS Saxton Hale Mode
#1879

Quote:
Originally Posted by wasder View Post

I think that this stat is broken. I found only 41 VSH servers through steam (from 4357 total TF2 servers).

Edit:
I think it should be in the mode, but let ops to dissable it.
Horsemann jr is much smaller so the thump isn't really possible, heavy would make more of a thump if you think of it logically.
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PMAvers
Member
Join Date: Sep 2009
Old 09-06-2011 , 12:57   Re: [TF2] VS Saxton Hale Mode
#1880

Quote:
Originally Posted by Phoenixf129 View Post
Ever thought of blocking the LAST person from using dead ringer if they are a spy? Its kinda BS that the last person can DR then go hide and continue to do this, extends the round longer than it should be.
Yeah, I've gotta agree with this.

Or maybe give the DR a number of hits it can block before it breaks from the stress, like how the demo shields break to absorb a hit.

Last edited by PMAvers; 09-06-2011 at 13:06.
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