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lionheart1066
Senior Member
Join Date: Aug 2009
Old 07-06-2011 , 03:19   Re: [TF2] VS Saxton Hale Mode
#1331

Eggman please consider adding a cvar for the pyros reload time. I personally don't want this kind of nerf on the pyro in a 32 slot server.

Last edited by lionheart1066; 07-06-2011 at 03:29.
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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 07-06-2011 , 03:22   Re: [TF2] VS Saxton Hale Mode
#1332

Quote:
Originally Posted by lionheart1066 View Post
Eggman please consider adding a cvar for the pyros reload time. I personally don't this kind of nerf on the pyro in a 32 slot server.
i agree, 5 secs is way too much.
instant was working fine, even as vagineer (if you don't suck) you can kill pyros easily
if you really want to prevent the pyros from airblasting the vagineer, just set his gravity to a high number...
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 07-06-2011 , 03:30   Re: [TF2] VS Saxton Hale Mode
#1333

Quote:
Originally Posted by ghare View Post
On the error logs it appears me this:

Code:
L 07/06/2011 - 02:19:32: [SM] Warning(s) encountered in translation file "saxtonhale.phrases.txt"
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 13.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 18.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 23.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 28.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 33.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 38.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 43.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 48.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 53.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 58.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 63.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 68.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 73.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 82.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 91.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 96.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 101.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 130.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 135.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 140.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 145.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 154.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 163.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 172.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 177.
L 07/06/2011 - 02:19:32: [SM] Ignoring translation to invalid language "#format" on line 318.
I have translated the mod to portuguese but i didnt touch the "#formats".



How can i resolve this problem?



Thanks,
GhaRe
Just delete all the "#formats" lines in your portuguese translation. Also you can post this tranlation here and Eggman will add it to the mod.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-06-2011 , 05:44   Re: [TF2] VS Saxton Hale Mode
#1334

Eggman: please use this model for the Christian Brutal Sniper, it is a much-improved version of the CBS model that you currently have (with the biohazard skin), and it only requires 1 model file instead of the vvd, phy, vtx files, etc.

Basically, you can replace cbs.mdl, cbs.vvd, cbs.sw.vtx, cbs.dx90.vtx, and cbs.dx80.vtx, all with this one file, and the model will work properly.
Hence, only 1 file to download instead of 5.

(You still need the materials).

http://dl.dropbox.com/u/9948007/cbs_v2.mdl

If you want, I can make it so that setting the red and blue skins result in the normal sniper, while setting the invuln red and blue skins result in the biohazard sniper.

Credit goes to Mecha the Slag for simplifying my method for reskinning models.

Also, I am very glad that you quickly responded to the problems with the vagineer model.
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Last edited by FlaminSarge; 07-06-2011 at 05:48.
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Kryptos
Junior Member
Join Date: Jun 2011
Old 07-06-2011 , 07:21   Re: [TF2] VS Saxton Hale Mode
#1335

Trying to add Mantreads for Hale but it doesn't seem to take. I'm putting this into the case 0 for the EquipSaxton function:

TF2_RemoveWeaponSlot(client, 1);
SpawnWeapon(client,"tf_weapon_mantreads",444, 101,5,"2 ; 6");

Any tips to make it work? It doesn't prevent compiling or crash the server, it just doesn't seem to do anything. I was thinking the weapon code might be wrong but there's an absurd lack of information on what they actually are.
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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 07-06-2011 , 07:27   Re: [TF2] VS Saxton Hale Mode
#1336

Quote:
Originally Posted by Kryptos View Post
Trying to add Mantreads for Hale but it doesn't seem to take. I'm putting this into the case 0 for the EquipSaxton function:

TF2_RemoveWeaponSlot(client, 1);
SpawnWeapon(client,"tf_weapon_mantreads",444, 101,5,"2 ; 6");

Any tips to make it work? It doesn't prevent compiling or crash the server, it just doesn't seem to do anything. I was thinking the weapon code might be wrong but there's an absurd lack of information on what they actually are.
are you sure it is tf_weapon_mantreads and not a wearable? just sayin'
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-06-2011 , 16:18   Re: [TF2] VS Saxton Hale Mode
#1337

It's tf_wearable. But don't do that. Instead, put the attribute 259 ; 1.0 on Hale's shovel. That's what determines the fall stomp effect, not the boots themselves. Hence you can place it on his shovel (Eggman did the same).

Eggman: I forgot to mention, the model file I posted also fixes the sniper's bullets on his vest not appearing, which allows the biohazard symbols on those to be seen.

(Post #1337)
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napalm00
Veteran Member
Join Date: Jun 2011
Location: Italy, sadly
Old 07-06-2011 , 16:21   Re: [TF2] VS Saxton Hale Mode
#1338

Quote:
Originally Posted by FlaminSarge View Post
It's tf_wearable. But don't do that. Instead, put the attribute 259 ; 1.0 on Hale's shovel. That's what determines the fall stomp effect, not the boots themselves. Hence you can place it on his shovel (Eggman did the same).

Eggman: I forgot to mention, the model file I posted also fixes the sniper's bullets on his vest not appearing, which allows the biohazard symbols on those to be seen.

(Post #1337)
aha gratz
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Kryptos
Junior Member
Join Date: Jun 2011
Old 07-06-2011 , 18:11   Re: [TF2] VS Saxton Hale Mode
#1339

Quote:
Originally Posted by FlaminSarge View Post
It's tf_wearable. But don't do that. Instead, put the attribute 259 ; 1.0 on Hale's shovel. That's what determines the fall stomp effect, not the boots themselves. Hence you can place it on his shovel (Eggman did the same).

Eggman: I forgot to mention, the model file I posted also fixes the sniper's bullets on his vest not appearing, which allows the biohazard symbols on those to be seen.

(Post #1337)
Oh awesome. Thanks for that! So hard when there's seemingly no list with attribute effects and such.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-06-2011 , 19:38   Re: [TF2] VS Saxton Hale Mode
#1340

items_game.txt has EVERYTHING and it's on your client download. Look in tf/scripts/items/items_game.txt, which is in the team fortress 2 content.gcf in the "steamapps" folder.

Open it with GCFScape (google it).
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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