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[TF2] Addcond


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naris
AlliedModders Donor
Join Date: Dec 2006
Old 09-19-2009 , 16:38   Re: [TF2] Addcond
Reply With Quote #31

Quote:
Originally Posted by pheadxdll View Post
EHG: That didn't work the last time I tried it.
Try this
Code:
SetConVarFlags(cvar, flags^(FCVAR_NOTIFY|FCVAR_REPLICATED));
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TheSpyHunter
Senior Member
Join Date: Jul 2009
Old 12-20-2009 , 17:05   Re: [TF2] Addcond
Reply With Quote #32

Does anyone new the new conditions since the update? Number 19 Jarate is no longer working.

Old Conditions:

0 = Civilian
1 = Sniper Scope (doesn't zoom in)
2 = Start of Disguise sequence
3 = Disguise (set m_nDisguiseTeam, etc. after applying to select the team/class/player/weapon)
4 = Cloak (only seems to work with Spy)
5 = Uber
6 = Glow from recently using a teleporter
7 = Useless (this is used for when you taunt)
8 = Unknown
9 = Unknown (probably useless since it doesn't alter your condition)
10 = Unknown
11 = Kritz (seems to disable when you kill someone)
12 = Unknown
13 = Unknown (probably useless since it doesn't alter your condition)
14 = Bonk'd (only lasts 5 seconds for Scout; interesting note: if you taunt you stay in third person even with sv_cheats 0)
15 = Useless (this is used for when you are slowed after drinking Bonk and when you're stunned)
16 = Unknown
17 = Useless (this is used for when you are ignited, makes you say fire voice response)
18 = Unknown
19 = Jarate
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Last edited by TheSpyHunter; 12-20-2009 at 17:21.
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Wazz
SourceMod Donor
Join Date: Mar 2009
Old 12-20-2009 , 17:32   Re: [TF2] Addcond
Reply With Quote #33

I believe there are 2 new ones inserted at around 16 or 17. Hopefully the ones below 16 are the same and those above have just been pushed up by 2. If you can test this for me and get back to us that would be really good!
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TheSpyHunter
Senior Member
Join Date: Jul 2009
Old 12-20-2009 , 18:12   Re: [TF2] Addcond
Reply With Quote #34

I can confirm 21 did not give/ remove jarate.
Also when I tried stopping a player burning it failed.

Looks like the conditions have changed quite alot...DAMMIT!
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Chris-_-
SourceMod Donor
Join Date: Oct 2008
Old 12-20-2009 , 19:00   Re: [TF2] Addcond
Reply With Quote #35

Yeah let's e-mail valve and force them to make pretty little generic functions for us
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Wazz
SourceMod Donor
Join Date: Mar 2009
Old 12-20-2009 , 20:38   Re: [TF2] Addcond
Reply With Quote #36

Feel free to use this extension to watch conditions as they are added to players. The windows signatures will most likely need updating though; Linux symbols should be fine.
Attached Files
File Type: zip CTFPlayerSharedCond_Source.zip (32.7 KB, 212 views)
File Type: zip CTFPlayerCond-0.0.9.0.zip (69.1 KB, 236 views)
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TheSpyHunter
Senior Member
Join Date: Jul 2009
Old 12-21-2009 , 13:14   Re: [TF2] Addcond
Reply With Quote #37

How does the attached plugin work?

Does it print them to a log/ screen?
Any commands?
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Wazz
SourceMod Donor
Join Date: Mar 2009
Old 12-21-2009 , 13:24   Re: [TF2] Addcond
Reply With Quote #38

The plugin will print chat messages when someone gains and looses a condition, so just add a bot to the server and test things out on them. There are also the sm_addcondition and sm_removecondition commands but you don't need to use them, you have the method given using sv_cheats/addcond.

I know someone is going to post saying "you don't need an extension to do that". Well, I don't care
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DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 12-21-2009 , 16:08   Re: [TF2] Addcond
Reply With Quote #39

Is the new bugle mini crit effect a condition? My guess is that it is but just wondering if anyone knows for sure or what number it is?
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TheSpyHunter
Senior Member
Join Date: Jul 2009
Old 12-21-2009 , 17:04   Re: [TF2] Addcond
Reply With Quote #40

sv_cheats/addcond is how i've been adding it and its been working well.
About to install you mod onto a test server to get the condition numbers.
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