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Huntsman taunt 
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Post Huntsman taunt
The snipers who equip their huntsman can spam the "G" button to keep the boss stuck and half of them have no helpful rage to get out of it and can be hold until he's dead. It's like a single huntsman sniper is enough to kill an entire boss. On teleport bosses Huntsman snipers can usually stay out of battlefields to wait him to teleport to them and can start taunting which makes teleporting a very dangerous thing to do when there are huntsman snipers alive. I was Jeff The Killer on crevice where there was camping snipers in red spawn to wait for me to teleport and do it, i guess you know the rest. Thanks for reading and I hope the will get disabled. [beer]


Wed Feb 11, 2015 5:45 pm
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Post Re: Huntsman taunt
If a quickfix is really required then the huntsman can be blocked. Otherwise it's a wait, until I have time to write something that blocks taunting when the huntsman is equipped.


Wed Feb 11, 2015 6:20 pm
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Post Re: Huntsman taunt
I thought frog already made it so that there's a delay between the huntsman taunts.
Well yeah, you can still stun the hale, but only once.

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Wed Feb 11, 2015 6:34 pm
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Post Re: Huntsman taunt
| SkyKnight | wrote:
I thought frog already made it so that there's a delay between the huntsman taunts.
Well yeah, you can still stun the hale, but only once.

Ye, he did. But some kind of valve may have broke it cus it doesnt happen anymore.


Wed Feb 11, 2015 6:37 pm
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Post Re: Huntsman taunt
I did? Yes, so I did. It's difficult to remember, so many things.

Dug that out, seemed like it would be quick to fix, so I've attempted that. Let me know after the next map change. If it didn't work, then it will probably have to be one of the options above instead.


Wed Feb 11, 2015 6:58 pm
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Post Re: Huntsman taunt
frog wrote:
I did? Yes, so I did. It's difficult to remember, so many things.

Dug that out, seemed like it would be quick to fix, so I've attempted that. Let me know after the next map change. If it didn't work, then it will probably have to be one of the options above instead.


Sorry, did not work. btw frog I found a plugin that could disable huntsman taunts in the alliedmodders, hope it works. https://forums.alliedmods.net/showthread.php?t=202911


Wed Feb 11, 2015 7:40 pm
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Post Re: Huntsman taunt
arthur123 wrote:
hope it works.
Thanks, it's now running on there. Let me know if it doesn't work.


Wed Feb 11, 2015 8:06 pm
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Post Re: Huntsman taunt
frog wrote:
arthur123 wrote:
hope it works.
Thanks, it's now running on there. Let me know if it doesn't work.

It worked, good work (frog). Cheers [beer]


Wed Feb 11, 2015 8:16 pm
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Post Re: Huntsman taunt
https://forums.alliedmods.net/showthread.php?t=202911

Looking at the code, it doesn't seem the block any other variant of the Huntsman such as the Fortified Compound and the Festive Huntsman. Was this already taken into account?

EDIT: It doesn't block any of the other huntmans, just a case of adding in the other huntsmans.

Code:
public Action:taunt( client, const String:szCommand[], argc )
{
    if( client == 0 || !IsClientInGame( client ) )
        return Plugin_Continue;
   
    new weapon = GetEntPropEnt( client, Prop_Send, "m_hActiveWeapon" );
    if( weapon <= MaxClients || !IsValidEntity( weapon ) )
        return Plugin_Continue;

    new itemindex = GetEntProp( weapon, Prop_Send, "m_iItemDefinitionIndex" );
    if(itemindex  != 56 && itemindex != 1005 && itemindex != 1092)
        return Plugin_Continue;
   
    return Plugin_Handled;
}


This should work I guess, but I haven't tested it so I'm not sure.


Last edited by AdvancedCori on Fri Feb 13, 2015 8:56 pm, edited 1 time in total.



Wed Feb 11, 2015 8:57 pm
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Post Re: Huntsman taunt
Thanks, again, so many sodding things to remember, especially cosmetic versions of same weapon.

Thanks for saving me the time of looking up the weapon ids. The modifications you made would have worked, but the ORs needed to be ANDs.


Wed Feb 11, 2015 9:14 pm
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