|
|
Line 83: |
Line 83: |
| ***The Reserve Shooter has a much faster weapon switch speed and a slight damage buff. | | ***The Reserve Shooter has a much faster weapon switch speed and a slight damage buff. |
| **The [[Rocket Jumper]] is not allowed and is replaced with the default [[Rocket Launcher]]. | | **The [[Rocket Jumper]] is not allowed and is replaced with the default [[Rocket Launcher]]. |
− | **The [[Battalion's Backup]] is now allowed and gives a +10 health and when used, will block a massive amount of damage from Hale. | + | **The [[Battalion's Backup]] gives a +10 health boost and when used, will block a massive amount of damage from Hale. |
− | **The [[Mantreads]] and the [[Gunboats]] reduce fall damage by 90%. | + | **The Mantreads and the [[Gunboats]] reduce fall damage by 90%. |
| **The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. | | **The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. |
| | | |
| *'''[[Pyro]]''' | | *'''[[Pyro]]''' |
− | **The [[Flare Gun]] and [[Detonator]] are replaced with a "Mega-Detonator", a customized Flare Gun that behaves like a Detonator, but allows for a very large Flare Jump at the expense of greater self-damage from explosions. The Flare Jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object. | + | **The [[Flare Gun]] and [[Detonator]] are replaced with a "Mega-Detonator", a customized Flare Gun that behaves like a Detonator, but allows for a very large Flare Jump at the expense of greater self-damage from explosions. The flare jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object. |
| **The [[Axtinguisher]] and [[Postal Pummeler]] behave like the normal [[Fire Axe]]. | | **The [[Axtinguisher]] and [[Postal Pummeler]] behave like the normal [[Fire Axe]]. |
− | **When a [[Compression Blast]] is used on any boss, that boss's rage meter will increase slightly. In addition, using the Compression Blast on the Vagineer while he is Ubercharged will take extra ammo and will lengthen the time of the Vagineer's rage. | + | **The [[Powerjack]] gives the Pyro 25 health on hit and can overheal the player up to 50 health. |
| + | **When a [[Compression Blast]] is used on any boss, that boss's rage meter will increase slightly. In addition, using the Compression Blast on the Vagineer while he is UberCharged will take extra ammo and will lengthen the time of the Vagineer's rage. |
| | | |
| *'''[[Demoman]]''' | | *'''[[Demoman]]''' |
| **The [[Chargin' Targe]] and [[Splendid Screen]] block one hit from Saxton Hale, after which they are removed from the player for the duration of the round. Both weapons also grant the user Crits on all weapons. | | **The [[Chargin' Targe]] and [[Splendid Screen]] block one hit from Saxton Hale, after which they are removed from the player for the duration of the round. Both weapons also grant the user Crits on all weapons. |
− | **The [[Sticky Jumper]] is not allowed and is replaced with the default [[Sticky Launcher]]. | + | **The [[Sticky Jumper]] is not allowed and is replaced with the default [[Stickybomb Launcher]]. |
− | **The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. | + | **The Half-Zatoichi heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. |
| **The [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], and [[Nessie's Nine Iron]] gain heads on hit instead of on kill. | | **The [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], and [[Nessie's Nine Iron]] gain heads on hit instead of on kill. |
| | | |
Line 128: |
Line 129: |
| **Upon a successful backstab, both the player and Hale are alerted to the backstab, and the Spy is forcibly switched to their primary weapon or [[Electro Sapper]] before being able to switch back to their melee weapon. | | **Upon a successful backstab, both the player and Hale are alerted to the backstab, and the Spy is forcibly switched to their primary weapon or [[Electro Sapper]] before being able to switch back to their melee weapon. |
| **A successful backstab with [[Your Eternal Reward]] disguises the Spy as a random teammate. | | **A successful backstab with [[Your Eternal Reward]] disguises the Spy as a random teammate. |
− | **A successful backstab with the [[Conniver's Kunai]] adds 60 health to the Spy, and overheals up to 250 health. | + | **A successful backstab with the [[Conniver's Kunai]] adds 100 health to the Spy, and overheals up to 270 health. |
− | **The [[Cloak and Dagger]] is not allowed and is replaced with the [[Invisibility Watch]] or [[Enthusiast's Timepiece]]. | + | **The [[Cloak and Dagger]] is not allowed and is replaced with the [[Invisibility Watch]] or [[Enthusiast's Timepiece]] (if the player has the item). |
| | | |
| Remember however that balance specifics such as boss speed, rage taunt damage, rage taunt distance, and appearance of characters other than Saxton Hale may vary from server to server, as these specifics are adjustable via server [http://developer.valvesoftware.com/wiki/ConCommand console variables]. | | Remember however that balance specifics such as boss speed, rage taunt damage, rage taunt distance, and appearance of characters other than Saxton Hale may vary from server to server, as these specifics are adjustable via server [http://developer.valvesoftware.com/wiki/ConCommand console variables]. |
Saxton Hale as he appears in the mod.
The VS Saxton Hale Mode is an unofficial "Juggernaut" variation of Arena Mode, in which teams RED and BLU are pitted against each other in a battle to the death. Whilst the primary rules of kill or be killed still apply, the modification involves one player, taking on the role of an overpowered Saxton Hale, on the BLU team contending against the rest on the RED team. Occasionally the roles may switch, as there are team-colored models for Vagineer.
Gameplay
This mode is similar to Arena: if a player dies, they will not respawn until the round has ended. Every player (save for one) is put onto RED, leaving the remaining BLU player in the role of Saxton Hale. Hale has unique stats which give him an advantage (such as increased health and a special jump ability), but can only use melee attacks to kill the other players, albeit a very strong melee attack. Hale's damage is modded to be much greater than a normal player's dealt damage, so most of Hale's attacks are one-hit kills.
A control point on the map will either enable after a certain elapsed time, or when the number of RED team players has dropped to a certain amount. At this point, either team is able to capture the control point and win the round.
In order to reward risky close-range combat with Hale, all melee weapons (barring the Spy's melee weapons) are given a Crit boost. Many actions that would instantly kill a normal player, such as a backstab or a kill taunt, will only deal a large amount of damage to Hale rather than killing him outright.
In addition, there is a chance that the single BLU player will become a different boss; most of these alternate bosses are varieties of internet memes or fads. Whilst several exclusive skins appear on specific servers (such as the Demopan), the core version of the mod includes a playable Horseless Headless Horsemann Junior (a smaller, player-sized HHH), the Vagineer, and the Christian Brutal Sniper.
Gameplay demonstration
Boss Abilities
In order to provide balance for the greatly outnumbered Hale, several abilities (most of which are from numerous classes) are available to the Hale player. These include:
- Superjump: By crouching, looking up and releasing crouch, the player will be propelled upwards.
- The Horseless Headless Horsemann Jr.'s Superjump teleports the boss to a random enemy. The boss is stunned for a few seconds, giving his prey a chance to escape.
- Super Duper Jump: A variation of the "Superjump" that protects Hale from instant death or becoming trapped by falling into a precipice.
- Rage: When Saxton Hale has taken a set amount of damage (usually 1,900), his rage meter will be full. Taunting with a full rage meter will stun all nearby players and Sentry Guns, similarly to the Ghost.
- The Vagineer's rage ability ÜberCharges him and stuns players in a very small range.
- The Christian Brutal Sniper's rage ability gives him a modified Huntsman that fires 99% faster, but also has a very small stun range.
- Equalizer Effect: Hale's movement speed increases as he takes more damage.
- Mantreads Effect: Falling onto players will deal damage similar in strength to a hit from Hale's fists.
- Weighdown: The ability to fall quickly, as to prevent getting stuck from Sentry Gun recoil, Heavy's Minigun recoil, etc. Also useful to use in combination with the Mantreads effect.
Strategy
Balancing specifics
The bosses' health increases based on the number of players taking part in the game. The health follows a formula based upon the initial number of players on the enemy team at the start of the round. Health is calculated as [(760+n)*(n-1)]1.04, where n is the initial number of players on the enemy team. When n<5, n increments by 2.
Saxton Hale (and other bosses) Health
1
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3
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2046
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10
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10
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9871
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20
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20
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21761
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23
|
23
|
25447
|
30
|
30
|
34232
|
31
|
31
|
35507
|
Some weapons equipped by players on RED will be changed into their default counterparts or edited for balance issues:
- Scout
- The Crit-a-Cola grants full Crits instead of Mini-Crits.
- The Fan O' War is not allowed and is replaced with the default Bat.
- The Candy Cane causes a health pack to appear on hit.
- All pistols gain Mini-Crits.
- Soldier
- All Soldier primary and secondary weapons (excluding the Dr. Grordbort's Victory Pack weapons) will perform Mini-Crits against an airborne Hale (the weapons Mini-Crit airborne targets for up to 99999 seconds after weapon switch).
- The Direct Hit performs Crits where it would normally deal Mini-Crits.
- The Reserve Shooter has a much faster weapon switch speed and a slight damage buff.
- The Rocket Jumper is not allowed and is replaced with the default Rocket Launcher.
- The Battalion's Backup gives a +10 health boost and when used, will block a massive amount of damage from Hale.
- The Mantreads and the Gunboats reduce fall damage by 90%.
- The Half-Zatoichi heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit.
- Pyro
- The Flare Gun and Detonator are replaced with a "Mega-Detonator", a customized Flare Gun that behaves like a Detonator, but allows for a very large Flare Jump at the expense of greater self-damage from explosions. The flare jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object.
- The Axtinguisher and Postal Pummeler behave like the normal Fire Axe.
- The Powerjack gives the Pyro 25 health on hit and can overheal the player up to 50 health.
- When a Compression Blast is used on any boss, that boss's rage meter will increase slightly. In addition, using the Compression Blast on the Vagineer while he is UberCharged will take extra ammo and will lengthen the time of the Vagineer's rage.
- Engineer
- Metal is hard to find, as only small metal boxes are available. You may also get metal from your Dispenser.
- The Frontier Justice deals Crits as long as the Engineer's Sentry Gun is targeting Hale.
- All Pistols deal Crits.
- Medic
- All Syringe Guns are replaced with a customized Syringe Gun that grants 5% Übercharge on hit.
- The Crusader's Crossbow always performs Critical hits, deals 150% extra damage, and gains 10% ÜberCharge on each successful hit.
- All secondary weapons are replaced with a customized Kritzkrieg that has a 25% faster Übercharge rate.
- ÜberCharge grants both invulnerability and critical hits to both the Medic and the patient, and lasts 50% longer than a normal Übercharge.
- The Medic spawns with 40% ÜberCharge, and after each ÜberCharge, gains 30% Übercharge automatically.
- When healing any target, if the target is currently Critboosted, will result in that target also dealing Mini-Crit damage for indirect forms of damage (such as Sentry Guns and Afterburn).
- Sniper
- All usable Sniper weapons perform Critical Hits.
- The Bazaar Bargain is not allowed and is replaced with the Sniper Rifle.
- The Sniper Rifle causes Hale to glow (so that other players can see him through walls) for several seconds. The time added to the glow timer scales based on the charge of the shot.
- The Huntsman deals 50% extra damage.
- All secondary weapons are replaced with the SMG.
- Spy
- All primary weapons deal Mini-Crits.
- A backstab from any melee weapon deals roughly 10% of the enemy character's max health in damage.
- Upon a successful backstab, both the player and Hale are alerted to the backstab, and the Spy is forcibly switched to their primary weapon or Electro Sapper before being able to switch back to their melee weapon.
- A successful backstab with Your Eternal Reward disguises the Spy as a random teammate.
- A successful backstab with the Conniver's Kunai adds 100 health to the Spy, and overheals up to 270 health.
- The Cloak and Dagger is not allowed and is replaced with the Invisibility Watch or Enthusiast's Timepiece (if the player has the item).
Remember however that balance specifics such as boss speed, rage taunt damage, rage taunt distance, and appearance of characters other than Saxton Hale may vary from server to server, as these specifics are adjustable via server console variables.
Plugin Information
Changelog
Changelog:
Version 1.369
- Fixed spawn door blocking.
- Cleaned up HUD text (health, etc).
- VSH_OnDoJump now has a bool for superduper.
- !halenoclass changed to !haleclassinfotoggle.
- Fixed invalid clients becoming Hale
- Removed teamscramble from first round.
- Vagineer noises:
- Nope for no
- Gottam/mottag (same as jump but quieter) for Move Up
- Hurr for everything else
- All map dispensers will be on the non-Hale team (fixes health bug)
- Fixed command flags on overlay command
- Fixed soldier shotgun not dealing midair minicrits.
- Fixed invalid weapons on clients
- Damage indicator (+spec damage indicator)
- Hale speed remains during humiliation time
- SuperDuperTele for HHH stuns for 4s instead of regular 2
- Battalion's Backup adds +10 max hp, but still only overheal to 300
- Full rage meter when hit by Hale. Buff causes drastic defense boost.
- Fixed a telefrag glitch
- Powerjack is now +25hp on hit, heal up to +50 overheal
- Backstab now shows the regular hit indicator (like other weapons do)
- Kunai adds 100hp on backstab, up to 270
- FaN/Scout crit knockback not nerfed to oblivion anymore
- Removed Short Circuit stun (better effect being made)
Version 1.368
- Now FaN and Scout crit knockback is REALLY lessened.
- Medic says 'I'm charged' when he gets 100%% uber-charge with syringegun.
- Added support of VSH achievements.
- Team will scramble in 1st round, if 1st round is default arena.
- Now client can disable info about changes of classes, displayed when round started.
- Powerjack adds 50HPs per hit.
- Short Circuit stuns Hale for 2.0 seconds.
- Vagineer says "hurr"
Version 1.367
- Map-specific fixes:
- Oilrig's pit no longer allows HHH to instatele
- Arakawa's pit damage drastically lessened
- General map fixes: disable spawn-blocking walls
- Cap point now properly un/locks instead of fake-unlocking.
- Tried fixing double-music playing.
- Fixed Eternal Reward disguise glitch - edge case.
- Help menus no longer glitch votes.
Version 1.366
- Fixed superjump velocity code.
- Fixed replaced Rocket Jumpers not minicritting Hale in midair.
Version 1.365
- Half-Zatoichi is now allowed. Heal 35 health on hit, but must hit Hale to remove Honorbound.
- Can add up to 25 overheal
- Starts the round bloodied.
- Fixed Hale not building rage when only Scouts remain.
- Tried fixing Hale disconnect/nextround glitches (including music).
- Candycane spawns healthpack on hit.
Version 1.364
- Added convar hale_first_round (default 0). If it's 0, first round will be default arena.
- Added more translations.
Version 1.363
- Fixed a queue point exploit (VoiDeD is mean)
- HHH has backstab/death sound now
- First rounds are normal arena
- Some weapon replacements still apply!
- Teambalance is still off, too.
- Fixed arena_ maps not switching teams occasionally
- After 3 rounds with a team, has a chance to switch
- Will add a cvar to keep Hale always blue/force team, soon
- Fixed pit damage
Version 1.362
- Sounds are not .mdl anymore, they are .wav.
- Fixed minor issue about /halemusic
Version 1.361
- Christian Brutal Sniper music.
- Soldiers Mini-Crit Hale while he's in mid-air.
- Direct Hit Crits where it would Mini-Crit.
- Reserve Shooter has faster weapons switch and +10% damage.
- Added hale_stop_music for admins to stop current music for all players.
- Force-A-Nature and Scout Crit knockback is lessened.
- Your halemusic/halevoice settings are saved.
Version 1.36
- MEGA UPDATE!
- SUGGEST MANNO-TECH WEAPON CHANGES!
- Updated Christian Brutal Sniper model.
- Fixed last man alive sound.
- Removed broken Hale line, fixed one.
- New Horseless Headless Horsemann Jr. rage sound.
- Horseless Headless Horsemann Jr. music (/halemusic).
- Christian Brutal Sniper jump noise.
- /halevoice and /halemusic to turn off voice/music.
- Updated natives/forwards (can change rage distance in fwd).
- Change hale_crits cvar to turn off Hale random Crits.
- Fixed Sentries not repairing when raged.
- Set hale_ragesentrydamagemode to 0 to force the Engineer to pick up the Sentry to repair it.
- Now uses sourcemod autoconfig (tf/cfg/sourcemod/).
- No longer requires saxton_hale_points.cfg file.
- Now using clientprefs for queue points.
- When on a non-VSH map, team switch does not occur so often.
- Should have full replay compatibility.
- Bots work with queue, are Hale less often.
- Hale's health increased by 1 (in code).
- Many, many, many, many, many fixes.
- Crossbow: +150% damage, +10 Ubercharge on hit.
- Syringe Gun has Overdose speed boost.
- Sniper glow time scales with charge (2 to 8 seconds).
- Eyelander/Horseless Headless Horsemann's Headtaker/Nessie's Nine Iron add heads on hit.
- Axtinguisher/Postal Pummeler use Fire Axe attributes.
- Gloves of Running Urgently/Killing Gloves of Boxing is +50% speed but -7hp/s.
- Airblasting boss adds rage (no Airblast reload, though).
- Airblasting Ubercharged Vagineer adds time to the Ubercharge and takes extra ammo.
- Frontier Justice allowed, Crits only when players Sentry sees Hale.
- Boss Weighdown (Look down and crouch) after 5 seconds in midair.
- Force-A-Nature is back.
- Scout Crits/Mini-Crits do less knockback if not melee.
- Saxton has his own fists.
- Unlimited /halehp but after 3, longer cooldown.
- Fist kill icons.
- Fixed Christian Brutal Sniper arrow count (start at 9, but if less than 9 players, uses only that number of players)
- Spy primary Mini-Crits.
- Dead Ringer fixed.
- Flare Gun replaced with the Detonator. Has large jump but more self-damage (like old Detonator beta).
- Your Eternal Reward backstab disguises as random faster classes.
- Conniver's Kunai adds 60 health on backstab.
- Randomizer compatibility.
- Medic Ubercharge works as normal with Crits added (multiple targets, etc).
- Crits stay when being healed, but adds Mini-Crits too (for sentry, etc).
- Fixed Sniper back weapon replacement.
- Vagineer "NOPE" and "Well Don't That Beat All!"
- Telefrags do 9001 damage.
- Speed boost when healing Scouts (like the Quick-Fix).
- Rage builds (VERY slowly) if there are only Scouts left.
- Healing assist damage split between healers.
- Fixed backstab assist damage.
- Fixed Horseless Headless Horsemann Jr. attacking during teleport.
- Soldier boots - 1/10th fall damage.
- AND MORE! (I forget all of them.)
Versions:1.35_2 and 1.35_3
- Fixed bugs about damage, the Medic's Ubercharge, the queue, and others.
Version:1.35_1
- Added point system (/halenext).
- Added [VSH] tag to VSH messages.
- Removed native VSH_GetSaxtonHaleHealth() added native VSH_GetRoundState().
- There is Mini-Crits for the Scout's pistols. Not full Crits, like before.
- Fixed issues associated with Crits.
- Added FORCE_GENERATION flag to stop errorlogs.
Version:1.35
- Special crits will not removed by Medic.
- Sniper's glow is working again.
- No errors in console.
- Less messages in chat.
- Added more natives.
- "Over 9000" sound returns! Thx you, FlaminSarge.
Version:1.34_1
- Fixed airblast reload when VSH is disabled.
- Fixed airblast reload after detonator's alt-fire.
- Airblast reload time reduced to 3 seconds.
- hale_special 3 is disabled.
Version:1.34
- Biohazard Christian Brutal Sniper! He's about 20% cooler!
- TF2_IsPlayerInCondition() returns! Fixed some bugs associated with this.
- Now sniper rifle must be 100perc.charged to glow Hale.
- Fixed Vagineer's model (there isn't spam on console and fire on ground).
- Added Natives.
- Hunstman deals more damage.
- Added reload time (5sec) for Pyro's airblast.
- Fixed hale_special X admin command.
Version:1.33
- Fixed bugs, associated with Uber-update.
- FaN replaced with Soda Popper.
- Bazaar Bargain replaced with Sniper Rifle.
- Sniper Rifle adding glow to Hale - anyone can see him for 5 seconds.
- Crusader's Crossbow deals more damage.
- Plugin uses TF2_IsPlayerInCondition().
- Other code optimizing.
Version:1.32_1
- Fixed bug with replay.
- Fixed bug with help menu
Version:1.32
- added new Saxton's lines on...
*round start
*jump
*backstab
*destroy Sentry
*kill Scout, Pyro, Heavy, Engineer, Spy
*Last man standing
*killing spree
- Fixed bugged count of CBS' arrows.
- Reduced Hale's damage versus DR by 20 HPs.
- Now two specials can not be at a stretch.
Version:1.30 & 1.31
Version:1.29
- Fixed random crashes associated with CBS.
- Now Hale's HP formula is ((760+x-1)*(x-1))^1.04
- Added hale_special0. Use it to change next boss to Hale.
- CBS has 9 arrows for bow-rage. Also he has stun rage, but on little distantion.
- Teammates gets 2 scores per each 600 damage.
- Demoman with Targe has crits on his primary weapon.
- Removed support of non-Arena maps, because nobody did't use it and they were buggy.
- Pistol/Lugermorph has crits.
Version:1.28
- Christian Brutal Sniper is a regular character.
- CBS has 3 melee weapons ad bow-rage.
- Added new lines for Vagineer.
- Now Mode uses in-game model change function. (Attachables are broken from Hatless Update)
Version:1.27
- Many bug fixes and code optimization.
Version:1.26
- Added the second URL for auto-update.
- Fixed problems, when auto-update was corrupt plugin.
- Added a question for the next Hale, if he want to be him. (/haleme)
- Eyelander and Half-Zatoichi was replaced with Claidheamh Mor.
- Dispenser and TP won't be destoyed after Engineer's death.
- Mode uses the localization file.
- Saxton Hale will be choosed randomly for the first 3 rounds (then by queue).
- Fan O'War replaced with Sandman
Version 1.25
- Fixed silent HHHjr's rage.
- Now bots (sourcetv too) will not be Hale.
- Fixed invalid uber on Vagineer's head.
- Fixed other little bugs.
Version 1.24
- Fixed destroyed buildables associated with spy's fake death.
- Syringe Gun replaced with Blutsauger.
- Blutsauger, on hit: +3 to uber-charge.
- Removed crits from Blutsauger.
- CnD replaced with Invis Watch.
- Fr.Justice replaced with shotgun.
- Fists of steel replaced with fists.
- KGB replaced with GRU.
- Added /haleclass.
Version 1.23
- Added Super Duper Jump to rescue Hale from pit.
- Removed pyro's ammolimit.
- Fixed little bugs.
Version 1.22
- Now it's working. Also little optimize about player count.
Version 1.21
- Point will be enabled when X or less players be alive.
Version 1.20
- Added new Hale's phrases.
- More bugfixes
- Improved super-jump.
- Coming soon: point will be disabled until last X living players.
Version 1.12
- More bugfixes.
- Now "(Hale)<mapname>" can be nominated for nextmap.
- Medigun's uber gets uber and crits for Medic and his target.
- Fixed infinite Specials.
- Now gamemode's ConVars saves in file (addons\sourcemod\configs\saxton_hale_config.c fg)
- And more bugfixes.
Version 1.11
- Fixed immortal spy.
- Fixed crashes associated with classlimits.
Version 1.10
- Added hale_enabled convar.
- Fixed bug, when all hats was removed...why?
Version 1.00
Saxton Hale dialogue
For version 1.20, many new custom lines of dialogue were added to the mod. These additional Saxton Hale responses take place during specific events.
Bugs
- When Saxton is defeated, he will leave a Soldier ragdoll.
- This is the same case with Vagineer, Horseless Headless Horsemann Junior, and Christian Brutal Sniper. They will leave an Engineer, Demoman, and Sniper ragdoll respectively.
- If one uses the command explode in console, no gibs will result from it.
- The Schadenfreude, Director's Vision, and High Five taunts can be used by all of the boss characters, albeit without any facial movement.
- If Jarate is applied through the Sydney Sleeper, the Jarate effect is only removed after half a second, resulting in half a second of Mini-Crit damage to Hale.
- When Saxton Hale scares an Engineer wearing the Hotrod, the mask flips down.
- No lip syncing when either Hale or Christian brutal Sniper talks.
Trivia
- Some servers have "Goomba Stomp" enabled, where if players jump and land on Saxton Hale, the same damage as a backstab is applied, as well as in the chat, "Player Name" has goomba stomped "Saxton player name". Similarly, Hale can goomba stomp the other players.
- The mod was created by Dr. Eggman in October 2010. The recent updates (August/September 2010) to the mod were done in collaboration with FlaminSarge.
Gallery
RED Vagineer (this is an old revision of the Vagineer's appearance)
BLU Vagineer (this is an old revision of the Vagineer's appearance)
Saxton Hale Horseless Headless Horsemann Junior.jpg
Horseless Headless Horsemann Junior.
Update history
April 14, 2011 Patch (Hatless Update)
- Server-side model attachments are now entirely disabled. Now it uses in-game model change function.
See also
External links
Team Fortress 2 community modifications |
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