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[TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)


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starblaster64
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Join Date: Jul 2015
Old 01-05-2018 , 21:20   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.0, 2018-01-01)
Reply With Quote #11

Quote:
Originally Posted by FlaminSarge View Post
D'you have a Github repo for this?
Not yet, but I was thinking of setting one up if the plugin warranted more updates.
I'll see if I can get one up this weekend.

Quote:
Originally Posted by crafting View Post
This is AMAZING!! I do have some ideas for more pads. I would love to work with you for Custom Weapons. I know that you do know about us and like I said "this is AMAZING".

I am currently getting a update for our servers off the ground and if this goes through, I would love to have these as new PDAs on our servers.
Thanks. I was originally debating whether I should make this a weapon for CW3, or a standalone plugin. I decided a standalone plugin would be easier since I've never actually made an attributes plugin for CW2 or CW3 before. I also figured I might as well make it consistent with other custom buildings that were also standalone plugins. (Amplifier, Repair Node)

I don't plan on making a CW3 version right now, but I'll put it on the potential ideas list.
I'm currently also dealing with a failing computer I need to replace, so that doesn't help things.
After early February I should have a lot of free time though, I'll consider it again around then.

Last edited by starblaster64; 01-05-2018 at 21:26.
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starblaster64
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Old 01-06-2018 , 19:37   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.0, 2018-01-01)
Reply With Quote #12

Quote:
Originally Posted by FlaminSarge View Post
D'you have a Github repo for this?
Just got one set up: https://github.com/Starblaster64/TF2-Engineer-Pads
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starblaster64
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Old 01-07-2018 , 20:36   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Reply With Quote #13

Updated to v1.0.1!
Quote:
  • Updated SMLIB stocks to check if SMLIB is already included to avoid conflicts.
  • Added IsValidEntity() check to the sound hook.
  • Added exit button to Pads toggle menu.
  • Replaced instances of AcceptEntityInput(i, "Kill") with the new RemoveEntity() input.
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Old 01-08-2018 , 13:12   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Reply With Quote #14

Error with v1.0.1: [SM] Unable to load plugin "engipads.smx": Native "RemoveEntity was not found

Can you re-post version 1.0 so I can reinstall that version?
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starblaster64
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Old 01-09-2018 , 17:16   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Reply With Quote #15

Quote:
Originally Posted by PC Gamer View Post
Error with v1.0.1: [SM] Unable to load plugin "engipads.smx": Native "RemoveEntity was not found

Can you re-post version 1.0 so I can reinstall that version?
Oh hm, looks like that new native was only added to the SM 1.9 branch. I could've sworn it was added to 1.8 too.
I'll fix it when I have some free time.

Otherwise, you can simply use SM 1.9 for now to get it to run.
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Last edited by starblaster64; 01-10-2018 at 01:04.
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starblaster64
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Old 01-09-2018 , 22:35   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.0.1, 2018-01-08)
Reply With Quote #16

Updated to v1.0.2
Quote:
  • Reverted replacement of AcceptEntityInput() with RemoveEntity() since it's only present in SM 1.9, not 1.8. Will add it back once 1.9 becomes stable.
  • Added missing "cannot" to English translations file.
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starblaster64
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Old 02-12-2018 , 22:05   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Reply With Quote #17

Updated to v1.1.0
Quote:
  • Added CVAR pads_boost_damage_threshold: Controls how much damage can be taken before a Boost Pad boost is ended early.
  • Added CVAR pads_boost_airblast: Controls if airblasting will end a Boost Pad boost early.
  • Minor code changes.
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Last edited by starblaster64; 02-12-2018 at 22:05.
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crafting
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Join Date: May 2014
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Old 02-25-2018 , 02:51   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Reply With Quote #18

Quote:
Originally Posted by starblaster64 View Post
Updated to v1.1.0
Glad to see more options put into this. Btw, I would love to see CW3 to work with this. I might be able to get a model made for this

Lastly, could there be 2 options for the speed pad?
1) The current version that sets anyone to the preset speed
2) *NEW OPTION* Let it be a percentage amount so it would affect the slow/fast classes differently.
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RavensBro
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Old 01-29-2020 , 15:03   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Reply With Quote #19

L 01/29/2020 - 12:28:59: [SM] Exception reported: Entity 1 (1) is invalid
L 01/29/2020 - 12:28:59: [SM] Blaming: engipads.smx
L 01/29/2020 - 12:28:59: [SM] Call stack trace:
L 01/29/2020 - 12:28:59: [SM] [0] GetEntPropString
L 01/29/2020 - 12:28:59: [SM] [1] Line 758, C:\Users\RavensBro\Desktop\source mod and meta mod\sourcemod-1.9.0-git6256-windows-TF2-Jailbreak-Redux\addons\sourcemod\scripting\include\enti ty.inc::GetEntityClassname
L 01/29/2020 - 12:28:59: [SM] [2] Line 408, C:\Users\RavensBro\Desktop\source mod and meta mod\sourcemod-1.9.0-git6256-windows-TF2-Jailbreak-Redux\addons\sourcemod\scripting\engipads.sp: :HookSound
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ScrapEngineer
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Old 06-11-2020 , 06:50   Re: [TF2] EngiPads - Custom Teleporter Replacements (v1.1.0, 2018-01-10)
Reply With Quote #20

Could someone set this plugin up for Custom Weapons 3? I've tried myself but I've not managed to actually get it working, thanks.
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