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[TF2] Prop Bonus Round (1.3)


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Sexual Harassment Panda
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Join Date: Dec 2008
Location: San Diego, CA
Old 08-06-2010 , 00:22   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #111

I don't have any sourcepawn experience legitimately, but i would start a timer when the bonus round starts. count the number of alive clients, and on every death, take that counter down, and when the counter reaches 0, take the timer value (at the time that everybody is dead) add one second, and use it to change the cvar so that the round ends 1 second after everybody dies. This is a rather complicated way to do it, and I'm not sure if it's possible, but it might work.
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B!PP
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Join Date: Sep 2009
Old 08-18-2010 , 05:45   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #112

Hi.
I had a lot of fun yesterday with this plugin, bravo !
Still, I found a few bugs :

When I manually put into prop a player, some have a hat or another stuff like his badge appearing nearby the prop (a hat 5 feet over the prop, etc...).

Much more strange, when I put myself as a prop and died and respawned, my scout's weapon Force-A-Nature skipped the reload animation (so I was shooting very FAST), and the weapon was screwed on the screen. When I died again, everything went back to normal.
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 08-18-2010 , 14:30   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #113

The badges should be taken care of. Last I checked, they were invis. I guess I can check again.

For the weapon thing. Ya theres an issue with turning players into models and the weapons. If you press attack when you have a weapon, it screws up the client side animations sometimes. I almost was going to remove that admin command because of it. Its the reason why I strip the weapons now at the end of round. I dont know if theres any other way to fix that.
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B!PP
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Join Date: Sep 2009
Old 08-18-2010 , 16:48   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #114

Quote:
Originally Posted by retsam View Post
I almost was going to remove that admin command because of it. Its the reason why I strip the weapons now at the end of round.
Why don't you put a CVAR to remove the weapon when an admin manually turn someone into a prop.
That would be more logical as a prop, don't you think ?
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 08-18-2010 , 16:52   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #115

Well I can do that but that would then put them into MELEE only of course....In fact, it would still probably do it with the use of the melee weapon, not sure though.
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B!PP
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Join Date: Sep 2009
Old 08-20-2010 , 12:56   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #116

Turn someone into a prop and give them only melee weapons, sounds more fair thana pallet sniping you from an unseed place, don't you think ?

I rather turn someone into a prop if I know he wouldn't be able to shoot. A bit like a funny punishment.

what do you think ?
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Eternal Rebel
Junior Member
Join Date: May 2010
Old 08-30-2010 , 21:09   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #117

Is there anyway you could add like a menu so each person with access could pick which model they become?
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B!PP
Member
Join Date: Sep 2009
Old 10-11-2010 , 09:17   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #118

Seems we do have some bugs since the big update. dead players aren't re-spawned into props (even if a message appears for the dead players)
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 10-11-2010 , 14:03   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #119

Ya... I have alot of plugins, hard to keep track after big updates. Thats strange though. That almost sounds like you have outdated SM or gamedata. If I have some free time later in the week ill look into it.
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B!PP
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Join Date: Sep 2009
Old 10-12-2010 , 06:19   Re: [TF2] Prop Bonus Round (1.1)
Reply With Quote #120

Quote:
Originally Posted by retsam View Post
That almost sounds like you have outdated SM or gamedata.
I've just checked, I've got the last version :
Code:
             SourceMod Version: 1.3.4
             SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.3.4)
             SourcePawn API: v1 = 4, v2 = 3
             Compiled on: Jul 18 2010 01:01:40
             Build ID: 3013:4d6afc42522c
             http://www.sourcemod.net/
Thanks !
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