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[TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)


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Research
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Join Date: Nov 2011
Old 07-16-2014 , 21:04   Re: [TF2] Revive Markers (v1.2, 2014-07-16)
Reply With Quote #51

REQ: can you make cvar RED only / BLU only?
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Mitchell
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Old 07-16-2014 , 23:15   Re: [TF2] Revive Markers (v1.2, 2014-07-16)
Reply With Quote #52

Quote:
Originally Posted by vadia111 View Post
hhum,....... need so 3 bugs ....

1 - to revive the brand is for all classes ( not only medic )

2 - when spy dies with death ring ... is marked on the ground to revive and revived back to base

3 - medic when the player relive add 10 pts 1 point ... and not have to leave only 1 point?
to wolvan:

2 - Heres a fix for the dead ringer: https://github.com/MitchDizzle/Stran...r.sp#L128-L130

not sure about the other 2 problems
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Wolvan
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Join Date: Jul 2014
Location: Tyrol, Austria
Old 07-16-2014 , 23:57   Re: [TF2] Revive Markers (v1.2, 2014-07-16)
Reply With Quote #53

Quote:
Originally Posted by Creampuffyness View Post
Tried with 1 and 2 medics. I set the max revive limit to 0 per the OP to disable the limit.

Edit. Or is 0 to disable the plugin? Is the max limit per round? Per map?

Also, are all clients opted in by default?

Edit 2: I only changed the cvar to 0 when it stopped working after the first round.
I'd like to check this out myself, could you send me the server IP per PM?

Quote:
Originally Posted by vadia111 View Post
hhum,....... need so 3 bugs ....

1 - to revive the brand is for all classes ( not only medic )

2 - when spy dies with death ring ... is marked on the ground to revive and revived back to base

3 - medic when the player relive add 10 pts 1 point ... and not have to leave only 1 point?
I will fix 2, could you describe the other 2 problems you have again though? I don't think I completely understand. What do you mean by brand? And what's that with 10 points and 1 point?

Quote:
Originally Posted by Research View Post
REQ: can you make cvar RED only / BLU only?
Will add that!

Quote:
Originally Posted by Mitchell View Post
to wolvan:

2 - Heres a fix for the dead ringer: https://github.com/MitchDizzle/Stran...r.sp#L128-L130

not sure about the other 2 problems
Thanks once again for helping me out so much, Mitchell.
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Wolvan
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Join Date: Jul 2014
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Old 07-17-2014 , 05:52   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #54

Version 1.3 released, check it out! Has some sweet shit in it

I also added a small Cheat Sheet Text File as Attachment which you can download
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Last edited by Wolvan; 07-17-2014 at 05:59.
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vadia111
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Old 07-17-2014 , 11:09   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #55

I'll test the plugin tonight appear more bugs i am post here =D
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Sreaper
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Old 07-17-2014 , 11:33   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #56

Quote:
Originally Posted by Wolvan View Post
Bugs
- Sometimes, when you overheal a target and they die, they will be respawned instantly (Marker Bug, possible way around it, should I add it?)
Yes, please add whatever fix you have. This bug is very abusive and is the only thing keeping me from installing this wonderful plugin on my server.
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Powerlord
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Old 07-17-2014 , 11:38   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #57

Quote:
Originally Posted by Sreaper View Post
Yes, please add whatever fix you have. This bug is very abusive and is the only thing keeping me from installing this wonderful plugin on my server.
Incidentally, in MvM, it's only if you start healing someone as they die... if you're already healing them, they don't pop back to life... not sure why they would here.
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snelvuur
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Old 07-17-2014 , 14:09   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #58

@wolvan: might want to add the default value's for the cvars in your first post, thanks.
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Wolvan
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Old 07-17-2014 , 14:12   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #59

Quote:
Originally Posted by snelvuur View Post
@wolvan: might want to add the default value's for the cvars in your first post, thanks.
Thanks for the hint, I did that now (Defaults are in the brackets after the CVar)
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rswallen
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Old 07-17-2014 , 14:34   Re: [TF2] Revive Markers (v1.3, 2014-07-17)
Reply With Quote #60

2 requests:
  • Make the markers disappear after a period of time (set via convar)
  • Add forwards so plugins can prevent the spawn/decay of markers
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