Spells and mediaval mode help?

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Since working on cold cash is so tiring, I decided to make a less serious map with mediaval mode and spells.
And after scouring the internet for hours I decided to ask.
So could someone link to prefab or tell me directly.
Thanks in a advance.
 

griffinkey64

L1: Registered
Jan 28, 2015
9
0
Tf_logic_medieval isn't it? Get BelgiumSharks pack adds all that stuff! And I can't remember spells maybe tf_pickup_spell or something like that! Hope you get it working.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
There does not seem to exist tf_pickup_spell.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
If you want spells to show up in the HUD, you will need 2 entities.

Code:
logic_auto
  Outputs
    OnMapSpawn, holiday, HalloweenSetUsingSpells, 1, 0.00
tf_logic_holiday
  Class Info
    Name: holiday
    Holiday: Halloween

Could this be used also in making the wire christmas'ee.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
If you want spells to show up in the HUD, you will need 2 entities.

Code:
logic_auto
  Outputs
    OnMapSpawn, holiday, HalloweenSetUsingSpells, 1, 0.00
tf_logic_holiday
  Class Info
    Name: holiday
    Holiday: Halloween

huh, nice.

I was doing it like this
Code:
point_servercommand
Name: startup_settings

logic_auto
OnMapSpawn | startup_settings | Command | tf_spells_enabled 1

But I think I'm gonna start using your way

EDIT:
from the dev wiki:
Code:
SetHalloweenUsingSpells  <integer>

Disable/Enable spells for this map. Only works on Halloween maps. (0 disable, 1 enable)

Note: This affects whether or not players drop spells on death and whether or not spells appear on the HUD. Spells placed in the map via. Hammer will work regardless.

In my case I wouldn't want players to drop spells, so I guess I'll stay with my way after all :p
 
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