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[TF2] PropHunt Redux (v3.3.3, 2015-07-12)


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Horsedick
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Join Date: Sep 2011
Old 03-23-2015 , 22:47   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #491

Update: That "issue" hasn't happened again since I removed those few maps that were doing it. I really can't explain why but ohh well.

Speaking of maps.. we good for that unreleased map you were checking on? I'd really like to run it if it is in fact that good.
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Chdata
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Old 04-01-2015 , 11:00   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #492

9:29 AM - 無名: When the round starts during the hiding portion you get to choose your own prop. So you start as a default scout, then you melee a prop and become that prop and if you want to switch you melee another prop.
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Powerlord
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Old 04-01-2015 , 19:11   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #493

Quote:
Originally Posted by Horsedick View Post
Speaking of maps.. we good for that unreleased map you were checking on? I'd really like to run it if it is in fact that good.
I've been kinda busy lately. Doesn't help that work cut off access to this site so I can only access it after work.

I mean, I haven't even updated the map list with the map Marshii sent me.

Quote:
Originally Posted by Chdata View Post
9:29 AM - 無名: When the round starts during the hiding portion you get to choose your own prop. So you start as a default scout, then you melee a prop and become that prop and if you want to switch you melee another prop.
That would be a major change. InstantMuffin/Dr. Greg House made a version of PropHunt that works like that, but as far as I know, it isn't public.
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Last edited by Powerlord; 04-01-2015 at 19:12.
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Powerlord
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Old 04-01-2015 , 19:28   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #494

Oh right, I meant to mention this last night, but if you're having issues with SourceMod 1.6.x and PropHunt, the 1.7 gamedata was updated, but the 1.6 gamedata wasn't.

Maybe this has been fixed since last night, but I can't tell you for sure.
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ROCKNROLLKID
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Join Date: Mar 2015
Old 04-01-2015 , 23:39   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #495

Hello. On my server, when we play non-prophunt maps, the pyro airblast consumes only 1 ammo, instead of the usual 20 with stock (50 for back burner). When I disable prophunt plugin, it resolves this issue. Any fix for this?
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Powerlord
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Old 04-01-2015 , 23:54   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #496

Quote:
Originally Posted by ROCKNROLLKID View Post
Hello. On my server, when we play non-prophunt maps, the pyro airblast consumes only 1 ammo, instead of the usual 20 with stock (50 for back burner). When I disable prophunt plugin, it resolves this issue. Any fix for this?
What PropHunt version are you running?

Older versions of PropHunt manipulated a convar that changed how much ammo it took to airblast. Newer versions just make it so when a player spawns, it adds the attribute to the flamethrower that prevents the flamethrower from using Airblast.
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Last edited by Powerlord; 04-01-2015 at 23:54.
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goosmurf
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Old 04-02-2015 , 00:37   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #497

Quote:
Originally Posted by Powerlord View Post
Oh right, I meant to mention this last night, but if you're having issues with SourceMod 1.6.x and PropHunt, the 1.7 gamedata was updated, but the 1.6 gamedata wasn't.

Maybe this has been fixed since last night, but I can't tell you for sure.
FYI we were running sourcemod-1.6.3-git4584 and Pyros could not jetpack and players weren't losing health when firing.

Upgrading to sourcemod-1.7.1-git5165 fixed this issue.

We also updated to the latest TF2Items in case that matters.

Last edited by goosmurf; 04-02-2015 at 00:38.
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ROCKNROLLKID
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Join Date: Mar 2015
Old 04-02-2015 , 12:56   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #498

Hello Powerlord. I am using what ever the latest version is on the original post. Also using latest sourcemod version (1.7.1)

Last edited by ROCKNROLLKID; 04-02-2015 at 12:57.
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Powerlord
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Old 04-02-2015 , 20:00   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #499

So, Marshii gave me a new map for testing. I haven't had a chance yet, but I figured I'd put it on here anyway.

BlockFort (a1) and its config file.

Blockfort is a medium-sized map based on the Mario Kart 64 Block Fort map..

Quote:
Originally Posted by ROCKNROLLKID View Post
Hello Powerlord. I am using what ever the latest version is on the original post. Also using latest sourcemod version (1.7.1)
Can you run

Code:
sm_cvar tf_flamethrower_burstammo
both when PropHunt is running and when PropHunt isn't running and tell me what it says?

Quote:
Originally Posted by Horsedick View Post
Speaking of maps.. we good for that unreleased map you were checking on? I'd really like to run it if it is in fact that good.
Since I haven't heard back from him, I'll just release it.

Redquarters (a6) and its configuration file.

Quote:
Originally Posted by goosmurf View Post
FYI we were running sourcemod-1.6.3-git4584 and Pyros could not jetpack and players weren't losing health when firing.

Upgrading to sourcemod-1.7.1-git5165 fixed this issue.

We also updated to the latest TF2Items in case that matters.
Good point.
The latest TF2Items update is mandatory if you don't want your server crashing.
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Last edited by Powerlord; 04-02-2015 at 21:41.
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Nanochip
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Join Date: Jan 2014
Old 04-03-2015 , 19:54   Re: [TF2] PropHunt Redux (v3.3.0, 2015-01-01)
Reply With Quote #500

Hmm, for some reason, BLU players on my server are not getting damaged when firing nor can they jetpack. I am using Sourcemod 1.7.1 and the latest version of prophunt. No errors in my server console, either. :\
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