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[TF2] Mechanized Mercs Mod v1.6.6


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nergal
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Join Date: Apr 2012
Old 02-02-2017 , 21:59   Re: [TF2] Mechanized Mercs Mod v1.2.0
Reply With Quote #31

quick update: my computer (PC i used to playtest plugins) has died so I can still update the mod but I'm going to require people to playtest changes for the time being.
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Giygas
AlliedModders Donor
Join Date: Aug 2015
Location: Onett
Old 02-03-2017 , 20:24   Re: [TF2] Mechanized Mercs Mod v1.2.0
Reply With Quote #32

Quote:
Originally Posted by nergal View Post
quick update: my computer (PC i used to playtest plugins) has died so I can still update the mod but I'm going to require people to playtest changes for the time being.


On a more serious note, there's some glitches with loadouts, if you equip a Direct Hit, SMG, or anything the tank uses, and get out, it drops whatever weapon you had, gives your weapon the properties of the vehicle you were in, and you can't jump.

Another is infinite Metal. If you get in a vehicle and get out as Engineer, you get full 200 metal. This can be used to make vehicles super fast, 200 metal at a time. I'll edit this post if I think of more.
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nergal
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Join Date: Apr 2012
Old 02-04-2017 , 02:43   Re: [TF2] Mechanized Mercs Mod v1.2.0
Reply With Quote #33

Quote:
Originally Posted by Giygas View Post


On a more serious note, there's some glitches with loadouts, if you equip a Direct Hit, SMG, or anything the tank uses, and get out, it drops whatever weapon you had, gives your weapon the properties of the vehicle you were in, and you can't jump.

Another is infinite Metal. If you get in a vehicle and get out as Engineer, you get full 200 metal. This can be used to make vehicles super fast, 200 metal at a time. I'll edit this post if I think of more.
firstly, the birth date is 2011 ;)

on the serious notes:
that sounds serious, I better add that to issues. It only applies to whatever the vehicles uses in parallel?

The 'infinite' metal part is actually intentional. When you get inside the vehicle, it restores ammo. This is intentional considering vehicles are usually full of ammo
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nergal
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Join Date: Apr 2012
Old 02-07-2017 , 15:31   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #34

the computer is back (RAM sticks got loose somehow)

and I've released version 1.3
"reduced reload penalty for rocket launchers"
"attempted bugfix of teammate vehicles somehow blocking objective capturing"
"blocked vehicles from being able to take intel in ctf maps"
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Benoist3012
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Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 02-13-2017 , 13:59   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #35

Quote:
Originally Posted by nergal View Post
why not just modify this into battlefort?
Our two mods are too different, as well the base code I made for vehicles differs a lot from what you have. My vehicles work over entities while your's working on players.
And I'm not aiming at making them similar.
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nergal
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Join Date: Apr 2012
Old 02-13-2017 , 18:26   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #36

Quote:
Originally Posted by Benoist3012 View Post
Our two mods are too different, as well the base code I made for vehicles differs a lot from what you have. My vehicles work over entities while your's working on players.
And I'm not aiming at making them similar.
work over entities? how so? I thought TF2 didn't have useable vehicles so I thought to make the player the vehicle them self.
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Jillchang
Senior Member
Join Date: Mar 2014
Old 02-13-2017 , 19:30   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #37

Quote:
Originally Posted by nergal View Post
work over entities? how so? I thought TF2 didn't have useable vehicles so I thought to make the player the vehicle them self.
Yea, never heard of battle forts. Nevertheless, we could always use vehicle plugins for sourcemod since these are rare and in my opinion is a big plus to the game.
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arthurdead
Senior Member
Join Date: Jul 2013
Old 02-13-2017 , 20:03   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #38

Quote:
Originally Posted by nergal View Post
work over entities? how so? I thought TF2 didn't have useable vehicles so I thought to make the player the vehicle them self.
to fix prop_vehicle_driveable driving
https://dl.dropboxusercontent.com/u/...ns/vehicles.sp
to fix the camera i have no idea just parent a info_target and setcamera i guess

idk whats benoist using but from my experience prop_vehicle_driveable is kinda shitty idk if he fixed it

i once made the frontline vehicles using base_boss and it worked surprisingly well i dont have the full code anymore because i was going to remake it
https://dl.dropboxusercontent.com/u/...s/frontline.sp


Last edited by arthurdead; 02-13-2017 at 21:49.
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Jillchang
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Join Date: Mar 2014
Old 02-14-2017 , 04:26   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #39

Quote:
Originally Posted by arthurdead View Post
to fix prop_vehicle_driveable driving
https://dl.dropboxusercontent.com/u/...ns/vehicles.sp
to fix the camera i have no idea just parent a info_target and setcamera i guess

idk whats benoist using but from my experience prop_vehicle_driveable is kinda shitty idk if he fixed it

i once made the frontline vehicles using base_boss and it worked surprisingly well i dont have the full code anymore because i was going to remake it
https://dl.dropboxusercontent.com/u/...s/frontline.sp

LOL!
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Benoist3012
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Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 02-14-2017 , 10:02   Re: [TF2] Mechanized Mercs Mod v1.3.0
Reply With Quote #40

Quote:
Originally Posted by arthurdead View Post
idk whats benoist using but from my experience prop_vehicle_driveable is kinda shitty idk if he fixed it

i once made the frontline vehicles using base_boss and it worked surprisingly well i dont have the full code anymore because i was going to remake it
https://dl.dropboxusercontent.com/u/...s/frontline.sp

Yeah I worked over base_boss too. For the tanks I made 2 entities using frontline tanks, with a moving canon.
Using base_boss has also advantages such as increased hitbox size.


But I actually got in the mood to finish my mod thanks to this thread lol.
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Last edited by Benoist3012; 02-14-2017 at 10:12.
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