Raised This Month: $51 Target: $400
 12% 

[TF2] Freak Fortress 2


Post New Thread Closed Thread   
 
Thread Tools Display Modes
DanK.
oink oink oink >:|
Join Date: Sep 2011
Location: Phoenix AZ
Old 04-26-2012 , 01:17   Re: [TF2] Freak Fortress 2
#481

Quote:
Originally Posted by FudgePoly View Post
There is a CVar for tf2fix in tf/cfg/sourcemod/tf2fix.cfg that regenerates players' inventory upon round start. It is mentioned in the TF2Fix thread and in the config itself that this CVar should be disabled for plugins like Boss Battles or Freak Fortress.

Also, TF2Fix has a newer version so you might want to get that one and delete the old tf2fix.cfg before configuring anything.
Thank you, that fixed my problem!
But another question, when I join my server, i download sound files for some bosses. But when i reconnect, i have to download the sound files again. Why does it do this? Always wondered.
DanK. is offline
Otokiru
Senior Member
Join Date: Apr 2012
Old 04-26-2012 , 01:20   Re: [TF2] Freak Fortress 2
#482

Quote:
Originally Posted by DanK. View Post
Thank you, that fixed my problem!
But another question, when I join my server, i download sound files for some bosses. But when i reconnect, i have to download the sound files again. Why does it do this? Always wondered.
Make sure your downloads attribute sound files has the sound/ in the file directory.
Otokiru is offline
Research
SourceMod Donor
Join Date: Nov 2011
Old 04-26-2012 , 05:55   Re: [TF2] Freak Fortress 2
#483

How can I use matrix attack in normal rage?
I try modified matrix attack but it's not working
Research is offline
Diviara27
Senior Member
Join Date: Feb 2010
Old 04-26-2012 , 06:05   Re: [TF2] Freak Fortress 2
#484

Got a problem.

Seeman, Seeldier and Vagineer wont show up in my server. But they're in my characters.cfg. HELP.
Diviara27 is offline
EP_
Member
Join Date: Apr 2012
Old 04-26-2012 , 10:35   Re: [TF2] Freak Fortress 2
#485

Quote:
Originally Posted by Research View Post
How can I use matrix attack in normal rage?
I try modified matrix attack but it's not working
This is how I do this on one of my bosses:
Code:
 
"ability6"      // set this to whatever ability number you want    
{         
     "name" "rage_matrix_attack"    
     "arg0" "0"         
     "arg1" "10" // duration         
     "arg2" "0.4" // game speed modifier         
     "arg3" "0.1"         
     "plugin_name" "ff2_1st_set_abilities"     
}
Arg0 indicates the slot where the ability is, and setting it to 0 makes it a normal rage.

...as for my problem with item attributes, it still fails to work. What is this I don't even....

Last edited by EP_; 04-26-2012 at 10:40.
EP_ is offline
AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 04-26-2012 , 10:50   Re: [TF2] Freak Fortress 2
#486

Quote:
Originally Posted by Powerlord View Post
Yeah, I have no idea what's causing this... it's weird, because she appears with only 3 bullets on my own (Linux) servers.
Female spy has also full ammo (6+[26]) on my linux server running latest FF2 version. :/
__________________
AeroAcrobat is offline
dylstew
Senior Member
Join Date: Jul 2011
Old 04-26-2012 , 11:40   Re: [TF2] Freak Fortress 2
#487

I want to be able to enablethis gamemode on maps not in the maplist with an admin command.
To play VSH on maps I didn't add(I run VSH/ff2 AND arena (and the other gamemodes) and I have to make double copies of each map everytime,and for some maps it's not worth it so I'd liek to be able to enable it for teh lulz on some maps when I feel like it)
Is that possible?

Last edited by dylstew; 04-26-2012 at 11:41.
dylstew is offline
Research
SourceMod Donor
Join Date: Nov 2011
Old 04-26-2012 , 11:43   Re: [TF2] Freak Fortress 2
#488

Quote:
Originally Posted by EP_ View Post
This is how I do this on one of my bosses:
Code:
 
"ability6"      // set this to whatever ability number you want    
{         
     "name" "rage_matrix_attack"    
     "arg0" "0"         
     "arg1" "10" // duration         
     "arg2" "0.4" // game speed modifier         
     "arg3" "0.1"         
     "plugin_name" "ff2_1st_set_abilities"     
}
Arg0 indicates the slot where the ability is, and setting it to 0 makes it a normal rage.

...as for my problem with item attributes, it still fails to work. What is this I don't even....
Thanks!

I recommend modify ff2 saxtoner ability pack for change item attribute
you just need use first rage

Last edited by Research; 04-26-2012 at 13:25.
Research is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-26-2012 , 11:53   Re: [TF2] Freak Fortress 2
#489

Quote:
Originally Posted by AeroAcrobat View Post
Female spy has also full ammo (6+[26]) on my linux server running latest FF2 version. :/
Just to be clear, this includes running the 1.04 version of special_noanims.ff2?

When you guys say full ammo, is this even before an ammo box is picked up? I'm wondering, because it's freak_fortress_2.sp that's supposed to only give them 3 ammo.

btw, I'm likely going to switch over to the mp3 sounds posted earlier and deprecate the special_ragdolls module in the next update, as it's not working as I'd hoped; the game server is passing the ragdolls to the clients at a random point and I don't seem to be able to properly update the ragdoll attributes before this happens.

Having said that, I was (and probably still am) having problems with the weapon1 attributes not being applied to weapons properly in 1.04. This is likely why when I applied attribute 150 to the knife it wasn't working properly.

Edit: Deleted reply to other post.
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 04-26-2012 at 12:01.
Powerlord is offline
AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 04-26-2012 , 12:36   Re: [TF2] Freak Fortress 2
#490

Quote:
Originally Posted by Powerlord View Post
Just to be clear, this includes running the 1.04 version of special_noanims.ff2?

When you guys say full ammo, is this even before an ammo box is picked up? I'm wondering, because it's freak_fortress_2.sp that's supposed to only give them 3 ammo.
Yes I'm running latest special_noanims.ff2.

I dont know :/
I will check this because I have disabled the revolver. I like the idea having a stealth boss with a knife so the players can not see the boss clearly since the "HP sprite" particles are always around the boss...
__________________
AeroAcrobat is offline
Closed Thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 04:30.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode