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[TF2] PropHunt 1.93


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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 07-23-2011 , 03:34   Re: [TF2] PropHunt 1.7.14
Reply With Quote #761

Quote:
Originally Posted by MaloModo View Post
Anyone know where I can find some maps?
play in prophunt servers and download the maps, then go to the maps folder (under the tf folder, i guess) and copy all the ph_ maps to your server
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remuald
Junior Member
Join Date: Nov 2009
Old 07-24-2011 , 06:51   Re: [TF2] PropHunt 1.7.14
Reply With Quote #762

Quote:
Originally Posted by remuald View Post
hi,

how desactivate weapons of props ?

thx for your answer
?
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-27-2011 , 09:42   Re: [TF2] PropHunt 1.7.14
Reply With Quote #763

Quote:
Originally Posted by napalm00 View Post
play in prophunt servers and download the maps, then go to the maps folder (under the tf folder, i guess) and copy all the ph_ maps to your server
Yeah I usually do that for VSH and zombie maps but just being lazy...was looking for perhaps a prophunt mappack (beside those included all ready).
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haisan
New Member
Join Date: Aug 2011
Old 08-01-2011 , 17:45   Re: [TF2] PropHunt 1.7.14
Reply With Quote #764

Hi,
In the state of Prop Sometimes, the gun can be fired. What does this bug?
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 08-01-2011 , 17:47   Re: [TF2] PropHunt 1.7.14
Reply With Quote #765

The last person can shoot, this is normal
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haisan
New Member
Join Date: Aug 2011
Old 08-01-2011 , 17:54   Re: [TF2] PropHunt 1.7.14
Reply With Quote #766

Thank you for your reply soon! Grateful!
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rallfo
Junior Member
Join Date: May 2010
Old 08-11-2011 , 06:04   Re: [TF2] PropHunt 1.7.12
Reply With Quote #767

Quote:
Originally Posted by crazydog View Post
So I fixed the problem by not putting the plugin into the disabled folder and loading it ondemand.

I want my admins to be able to load the plugin on demand, so that prophunt isn't always enabled, which is why it was in the disabled folder, and I guess why the problem I was having was occurring.

I knew there was a good reason why I was doing this, and not using the ph_enable cvar, but I forgot why. After trying ph_enable again, I remembered why.

When prophunt.smx is in the /plugins/ folder, even if ph_enable is set to 0 in sourcemod.cfg, it tries to load prophunt, and then sees that the map is not valid, since there is no config. It then unloads itself.

When it unloads itself, the following issues occur:
-Gravity stays at 500
-Pyro airblast no longer works

These are very gamebreaking issues. I added an option to our server admins to fix the gravity, but there is no way to fix the airblast problem without moving prophunt.smx to the disabled folder and reloading the map.

Is there something I'm doing terribly wrong, or is prophunt designed to be a 24/7 thing, so what I'm trying to do will inherently have issues?
There's a race condition in OnPluginLoad() that's triggered when manually loading the plugin that means sometimes g_PropNames is accessed before it's loaded.

Moving
Code:
    decl String:Path[256];
    BuildPath(Path_SM, Path, sizeof(Path), "data/prophunt/propnames.txt");
    g_PropNames = CreateKeyValues("g_PropNames");
    if (!FileToKeyValues(g_PropNames, Path))
        LogError("Could not load the g_PropNames file!");
To the top of OnPluginStart() i.e. before the various timers and hooks are initialized avoids it.

We've got it gracefully loading and unloading in cfgs that allows us to neatly switch our server into prophunt mode and back.

Hope this helps
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 08-11-2011 , 06:05   Re: [TF2] PropHunt 1.7.12
Reply With Quote #768

Quote:
Originally Posted by rallfo View Post
There's a race condition in OnPluginLoad() that's triggered when manually loading the plugin that means sometimes g_PropNames is accessed before it's loaded.

Moving
Code:
    decl String:Path[256];
    BuildPath(Path_SM, Path, sizeof(Path), "data/prophunt/propnames.txt");
    g_PropNames = CreateKeyValues("g_PropNames");
    if (!FileToKeyValues(g_PropNames, Path))
        LogError("Could not load the g_PropNames file!");
To the top of OnPluginStart() i.e. before the various timers and hooks are initialized avoids it.

We've got it gracefully loading and unloading in cfgs that allows us to neatly switch our server into prophunt mode and back.

Hope this helps
Noted for the next release, thanks
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 08-22-2011 , 15:54   Re: [TF2] PropHunt 1.7.14
Reply With Quote #769

Requests:
  • Fix having weapons without being last
  • Fix using propmenu when you're last removing your weapons
  • REPLACE weapons instead of remove them, like give all snipers huntsman
  • the last prop being oblivious that he has weapons. Like, give him a CSAY message or something.
  • Round timer is broken when using custom HUDs, fix for that if possible

Last edited by MasterOfTheXP; 08-22-2011 at 23:15. Reason: Added fifth request
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drunkenbusdriver
Member
Join Date: May 2006
Old 09-02-2011 , 12:55   Re: [TF2] PropHunt 1.7.14
Reply With Quote #770

Is there a way to disable the prophunt motd? When on a prophunt map when I type !motd it displays ranking. I use my motd to list maps that people can nominate for prophunt (since I don't run prophunt all the time) so I have a scrollmsg that informs them to type !motd for a list of prophunt maps, but that will only work if I can either define where that prophunt motd is and modify it or to use the original motd.

I searched the thread and didn't come up with anything.
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