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[CSS/CSGO] Timer 2.5.0.0 (unsupported)


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winniethepooh
SourceMod Donor
Join Date: Sep 2012
Old 06-30-2014 , 01:24   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #781

The "Force Mode" translation needs to be changed so it doesn't say !bhop since sm_bhop isn't registered. Perhaps replace it with !menu or !timer

It looks like timer-physics tries to also execute the non-existent sm_bhop (https://github.com/Zipcore/Timer/sea...op&ref=cmdform)
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zipcore
Veteran Member
Join Date: Mar 2010
Location: m_flZipcore
Old 06-30-2014 , 10:00   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #782

Quote:
Originally Posted by winniethepooh View Post
The "Force Mode" translation needs to be changed so it doesn't say !bhop since sm_bhop isn't registered. Perhaps replace it with !menu or !timer

It looks like timer-physics tries to also execute the non-existent sm_bhop (https://github.com/Zipcore/Timer/sea...op&ref=cmdform)
...done
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extremeg
Senior Member
Join Date: Dec 2012
Old 06-30-2014 , 10:50   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #783

Hei, its possible to you can fix the bug with the level color when you use materials for start and end, then the levels dont have any color and before was it default red. its possible to you can add it to like start and end an material with stage level as name and the same with bonus stage level as name for that bonus level?

Last edited by extremeg; 06-30-2014 at 11:01.
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Rop
Senior Member
Join Date: May 2014
Old 06-30-2014 , 11:27   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #784

2 new modules have been added.

1 - module to support case letters on every single timer command, so not only !r will trigger, but also !R
2 - module to prevent any speed advantage from jumping in the start zone. The moment you try to jump, your speed automaticly gets reduced to 120, while the walk speed on the ground still remains 260.

Also a tiny thing has been added to the hud module, anytime you stand in the start/bonus start zone it displays "In start zone" or "In bonus start zone" in the center hud.
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extremeg
Senior Member
Join Date: Dec 2012
Old 06-30-2014 , 12:05   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #785

Thats possible to you can make this with the stage and bonus stage materials and the code pls?
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Rop
Senior Member
Join Date: May 2014
Old 06-30-2014 , 12:18   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #786

Quote:
Originally Posted by extremeg View Post
Thats possible to you can make this with the stage and bonus stage materials and the code pls?
?
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extremeg
Senior Member
Join Date: Dec 2012
Old 06-30-2014 , 14:32   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #787

Quote:
Originally Posted by extremeg View Post
Hei, its possible to you can fix the bug with the level color when you use materials for start and end, then the levels dont have any color and before was it default red. its possible to you can add it to like start and end an material with stage level as name and the same with bonus stage level as name for that bonus level?
This i have meen
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Rop
Senior Member
Join Date: May 2014
Old 06-30-2014 , 14:45   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #788

Quote:
Originally Posted by extremeg View Post
This i have meen
why would you want to make level zones visible, i don't see the point of this....

Last edited by Rop; 06-30-2014 at 14:47.
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extremeg
Senior Member
Join Date: Dec 2012
Old 06-30-2014 , 14:58   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #789

That i meen, before the feature was with mapzone start and end materials the level zones had i think as color default color red. But now you cant see this ones by the bonus levels too.
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zipcore
Veteran Member
Join Date: Mar 2010
Location: m_flZipcore
Old 06-30-2014 , 15:39   Re: [CSS/CSGO] Timer 2.1.3 (50+ modules)
Reply With Quote #790

Quote:
Originally Posted by extremeg View Post
That i meen, before the feature was with mapzone start and end materials the level zones had i think as color default color red. But now you cant see this ones by the bonus levels too.
Default was green ;)

And they never were perm. visible only if a player enters a new bonus-/level

I'm working on a different effect for those level zones, but it's not finished yet.
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