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CastingEssentials Spectator Plugin
posted in Projects
31
#31
4 Frags +

I don't think DHW used localplayer, I used it for an etf2l game and for that reason I chose not to use it in future casts.

I don't think DHW used localplayer, I used it for an etf2l game and for that reason I chose not to use it in future casts.
32
#32
whitelist.tf
3 Frags +

Saam is correct, DHW didn't use the localplayer, that was in 1 of the first games afterwards where it was used for an online cast, but it works wonders if you want to make a frag video from an STV, not sure if you can dynamically make it change color (or have it only for non assists?) after the item has been added to the killfeed.

Saam is correct, DHW didn't use the localplayer, that was in 1 of the first games afterwards where it was used for an online cast, but it works wonders if you want to make a frag video from an STV, not sure if you can dynamically make it change color (or have it only for non assists?) after the item has been added to the killfeed.
33
#33
1 Frags +

It's certainly possible, it's just a question of how easy to implement it is. I'll look into it.

It's certainly possible, it's just a question of how easy to implement it is. I'll look into it.
34
#34
6 Frags +

New release: r12 final

  • New camera smoothing algorithm. I think this is probably as good as it's going to get.
  • Added ce_killfeed_continuous_update which fixes the localplayer module causing the highlighted items in the killfeed to become "stuck" on whoever you were speccing when the killfeed event was created.

You should remove old versions of CastingEssentials from /tf/addons and extract new versions to /tf/custom/CastingEssentials

https://github.com/PazerOP/CastingEssentials/releases/latest

[b]New release: r12 final[/b]

[list]
[*] New camera smoothing algorithm. I think this is probably as good as it's going to get.
[*] Added ce_killfeed_continuous_update which fixes the localplayer module causing the highlighted items in the killfeed to become "stuck" on whoever you were speccing when the killfeed event was created.
[/list]

[b]You should remove old versions of CastingEssentials from /tf/addons and extract new versions to /tf/custom/CastingEssentials[/b]

https://github.com/PazerOP/CastingEssentials/releases/latest
35
#35
0 Frags +

Stupid questions incoming probably, but how do I install this? Will this allow me to make use of spectator the way they look on tftv casts? Also, would it allow me to set a button tied to every player in the stv, or is that not how it actually works?

Stupid questions incoming probably, but how do I install this? Will this allow me to make use of spectator the way they look on tftv casts? Also, would it allow me to set a button tied to every player in the stv, or is that not how it actually works?
36
#36
1 Frags +
SnackStupid questions incoming probably, but how do I install this? Will this allow me to make use of spectator the way they look on tftv casts? Also, would it allow me to set a button tied to every player in the stv, or is that not how it actually works?

the only way to get it to look the way it does in tftv casts is to do production and get the proper hud and config and everything (last time i remember it was just a regular comanglia max quality with a few changed settings)
as far as switching players there are commands to switch to a certain class (ie, blue scout 1/2, red sniper, etc) but afaik it's hud dependent (according to the cfg last time i read it)
that said actually i remember copying the config stuff and launching the game with rayshud to do a chill cast and the camera switch binds worked so maybe it isnt hud dependent and im full of shit (or the shit i was basing it off was outdated)

[quote=Snack]Stupid questions incoming probably, but how do I install this? Will this allow me to make use of spectator the way they look on tftv casts? Also, would it allow me to set a button tied to every player in the stv, or is that not how it actually works?[/quote]
the only way to get it to look the way it does in tftv casts is to do production and get the proper hud and config and everything (last time i remember it was just a regular comanglia max quality with a few changed settings)
as far as switching players there are commands to switch to a certain class (ie, blue scout 1/2, red sniper, etc) but afaik it's hud dependent (according to the cfg last time i read it)
that said actually i remember copying the config stuff and launching the game with rayshud to do a chill cast and the camera switch binds worked so maybe it isnt hud dependent and im full of shit (or the shit i was basing it off was outdated)
37
#37
whitelist.tf
5 Frags +

You're completely wrong bearodactyl ;) There is no comanglia config being used, afaik it's closer to chris' high quality if config at all!

Player switching binds are not hud dependent, they are built into CastingEssentials and can be set up like this:

alias blu_scout 	"ce_cameratools_spec_class blu scout" // Cycle through all blu scouts
alias blu_scout1 	"ce_cameratools_spec_class blu scout 0" // First blu scout in the hud
alias blu_scout2 	"ce_cameratools_spec_class blu scout 1" // Second blu scout in the hud

bind 1 blu_scout1
bind 2 blu_scout2

Of course you can change the class to soldier/pyro/demo(man)/heavy(weapons)/engie(neer)/medic/sniper/spy and create your own binds or aliases.

You're completely wrong bearodactyl ;) There is no comanglia config being used, afaik it's closer to chris' high quality if config at all!

Player switching binds are [b]not[/b] hud dependent, they are built into CastingEssentials and can be set up like this:
[code]alias blu_scout "ce_cameratools_spec_class blu scout" // Cycle through all blu scouts
alias blu_scout1 "ce_cameratools_spec_class blu scout 0" // First blu scout in the hud
alias blu_scout2 "ce_cameratools_spec_class blu scout 1" // Second blu scout in the hud

bind 1 blu_scout1
bind 2 blu_scout2[/code]

Of course you can change the class to [i]soldier/pyro/demo(man)/heavy(weapons)/engie(neer)/medic/sniper/spy[/i] and create your own binds or aliases.
38
#38
4 Frags +

am i doing something wrong? I can't get this to work
http://prnt.sc/dyz7vb

am i doing something wrong? I can't get this to work
http://prnt.sc/dyz7vb
39
#39
-2 Frags +
pyxelizeam i doing something wrong? I can't get this to work
http://prnt.sc/dyz7vb

you may of downloaded the source code
https://github.com/PazerOP/CastingEssentials/releases/download/r12/CastingEssentials.zip - the one you might need

[quote=pyxelize]am i doing something wrong? I can't get this to work
http://prnt.sc/dyz7vb[/quote]
you may of downloaded the source code
https://github.com/PazerOP/CastingEssentials/releases/download/r12/CastingEssentials.zip - the one you might need
40
#40
0 Frags +

Hey how do I get the projectile outlines to work?

Hey how do I get the projectile outlines to work?
41
#41
whitelist.tf
7 Frags +

I've updated the Projectile Outlines Wiki Page (and some others!)

// Projectile outlines
ce_projectileoutlines_mode          1 // Only show when behind walls
ce_projectileoutlines_pills         1 // Enable projectile outlines for pills
ce_projectileoutlines_rockets       1 // Enable projectile outlines for rockets
ce_projectileoutlines_stickies      1 // Enable projectile outlines for stickies
I've updated the [url=https://github.com/PazerOP/CastingEssentials/wiki/Projectile-Outlines]Projectile Outlines Wiki Page[/url] (and some others!)
[code]// Projectile outlines
ce_projectileoutlines_mode 1 // Only show when behind walls
ce_projectileoutlines_pills 1 // Enable projectile outlines for pills
ce_projectileoutlines_rockets 1 // Enable projectile outlines for rockets
ce_projectileoutlines_stickies 1 // Enable projectile outlines for stickies[/code]
42
#42
0 Frags +

Thanks! :D

Thanks! :D
43
#43
2 Frags +

For some reason I can't get it to work with lawena, any idea what I'm doing wrong?

For some reason I can't get it to work with lawena, any idea what I'm doing wrong?
44
#44
2 Frags +
JORDYFor some reason I can't get it to work with lawena, any idea what I'm doing wrong?

are you sure you're launching the game with -insecure? iirc you need to change launch options in lawena

[quote=JORDY]For some reason I can't get it to work with lawena, any idea what I'm doing wrong?[/quote]
are you sure you're launching the game with -insecure? iirc you need to change launch options in lawena
45
#45
2 Frags +
deguJORDYFor some reason I can't get it to work with lawena, any idea what I'm doing wrong?are you sure you're launching the game with -insecure? iirc you need to change launch options in lawena

Yeah, 100% sure, still only works when I'm not using lawena.

[quote=degu][quote=JORDY]For some reason I can't get it to work with lawena, any idea what I'm doing wrong?[/quote]
are you sure you're launching the game with -insecure? iirc you need to change launch options in lawena[/quote]
Yeah, 100% sure, still only works when I'm not using lawena.
46
#46
19 Frags +

New release: r13

  • Happy holidays.
  • Added ce_graphics_improved_glows, which allows you to switch between the new and improved outlines provided by CastingEssentials, and the ones built into TF2. I am aware that the game is slightly darker when using the CE outlines. This is a bug.
  • Added ce_graphics_glow_intensity, a global scalar for the "brightness" of the new and improved outlines (ce_graphics_improved_glows 1 required).
  • Fixed cases where several systems (medigun panels, player aliases, and killstreaks) would sometimes not work for specific players in a given server.
  • Updated a signature to match a change in the Smissmas 2017 update.

You should remove old versions of CastingEssentials from /tf/addons and extract new versions to /tf/custom/CastingEssentials

https://github.com/PazerOP/CastingEssentials/releases/tag/r13

[b]New release: r13[/b]

[list]
[*] Happy holidays.
[*] Added ce_graphics_improved_glows, which allows you to switch between the new and improved outlines provided by CastingEssentials, and the ones built into TF2. I am aware that the game is slightly darker when using the CE outlines. This is a bug.
[*] Added ce_graphics_glow_intensity, a global scalar for the "brightness" of the new and improved outlines (ce_graphics_improved_glows 1 required).
[*] Fixed cases where several systems (medigun panels, player aliases, and killstreaks) would sometimes not work for specific players in a given server.
[*] Updated a signature to match a change in the Smissmas 2017 update.
[/list]

[b]You should remove old versions of CastingEssentials from /tf/addons and extract new versions to /tf/custom/CastingEssentials[/b]

https://github.com/PazerOP/CastingEssentials/releases/tag/r13
47
#47
14 Frags +
pazerNew release: r13

[*] Fixed cases where several systems (medigun panels, player aliases, and killstreaks) would sometimes not work for specific players in a given server.

THE REAL CHRISTMAS UPDATE

[quote=pazer][b]New release: r13[/b]


[*] Fixed cases where several systems (medigun panels, player aliases, and killstreaks) would sometimes not work for specific players in a given server.[/quote]


THE REAL CHRISTMAS UPDATE
48
#48
14 Frags +

New release: r14

  • Fixed the new and improved player outlines not including players' cosmetics and weapons. No more clown shoes on soldiers (gunboats would cause their feet to be permanently outlined).
  • Fixed ubers breaking outlines.
  • Fixed players being invisible until they die if you were spectating them in firstperson when the round started (floating cosmetics). New cvar ce_graphics_fix_invisible_players.
  • Fixed a crash in medigun panels.
  • Fixed per-map configs always running, regardless of the value of ce_mapconfigs_enabled.
  • Added ce_graphics_glow_silhouettes, which just draws outlines as solid colors. A debugging experiment I left in because I thought it looked nice.
  • Added ce_smoothing_los_min, which controls the minimum percentage of LOS check points that must pass for a smooth to be started.

https://github.com/PazerOP/CastingEssentials/releases/latest

[b]New release: r14[/b]

[list]
[*] Fixed the new and improved player outlines not including players' cosmetics and weapons. No more clown shoes on soldiers (gunboats would cause their feet to be permanently outlined).
[*] Fixed ubers breaking outlines.
[*] Fixed players being invisible until they die if you were spectating them in firstperson when the round started (floating cosmetics). New cvar ce_graphics_fix_invisible_players.
[*] Fixed a crash in medigun panels.
[*] Fixed per-map configs always running, regardless of the value of ce_mapconfigs_enabled.
[*] Added ce_graphics_glow_silhouettes, which just draws outlines as solid colors. A debugging experiment I left in because I thought it looked nice.
[*] Added ce_smoothing_los_min, which controls the minimum percentage of LOS check points that must pass for a smooth to be started.
[/list]

https://github.com/PazerOP/CastingEssentials/releases/latest
49
#49
0 Frags +

The plugins is giving me a error...

No valid signature found for c:\(...)custom\addons\castingessentials.dll

The plugins is giving me a error...

No valid signature found for c:\(...)custom\addons\castingessentials.dll
50
#50
4 Frags +

That's because you're not launching your game with -insecure. This plugin is not signed by valve (like p-rec is), and rightly so, otherwise it could be used on VAC secured servers. It's basically a cheat, using this for purposes other than casting should never be a thing.

That's because you're not launching your game with -insecure. This plugin is not signed by valve (like p-rec is), and rightly so, otherwise it could be used on VAC secured servers. It's basically a cheat, using this for purposes other than casting should never be a thing.
51
#51
3 Frags +

Oh, thanks!

Oh, thanks!
52
#52
1 Frags +

Crashes after loading plugin.
Can see 'plugin CastingEssetials has been loaded' or something like that in console and my TF2 instacrashes.
Anyone had this prob?

Crashes after loading plugin.
Can see 'plugin CastingEssetials has been loaded' or something like that in console and my TF2 instacrashes.
Anyone had this prob?
53
#53
10 Frags +

New release: r15

  • Fixed a crash in FOV overrides related to spectating a player who timed out.
  • You can now disable thirdperson camera lock degrees per second limits by setting any of the ce_tplock_dps_ cvars to -1.
  • Widespread performance improvements.
  • Added support for ingame team scores. No more alt+tabbing to change scores manually in OBS.
  • Added support for embedding medigun panels inside specgui player panels. Lots of changes to mediguninfo-related cvars, see the wiki page for more info.
  • Added support for L4D-style blurred outlines.
  • Added support for CS:GO-style player infills based on player health.
Show Content

https://github.com/PazerOP/CastingEssentials/releases/latest

Known Issues:

  • ce_graphics_glow_silhouettes is on by default. You must disable this to enable l4d-style outlines.
[b]New release: r15[/b]

[list]
[*] Fixed a crash in FOV overrides related to spectating a player who timed out.
[*] You can now disable thirdperson camera lock degrees per second limits by setting any of the ce_tplock_dps_ cvars to -1.
[*] Widespread performance improvements.
[*] Added support for ingame team scores. No more alt+tabbing to change scores manually in OBS.
[*] Added support for embedding medigun panels inside specgui player panels. Lots of changes to mediguninfo-related cvars, see [url=https://github.com/PazerOP/CastingEssentials/wiki/Medigun-Info]the wiki page[/url] for more info.
[*] Added support for L4D-style blurred outlines.
[*] Added support for CS:GO-style player infills based on player health.
[/list]

[spoiler][img]https://puu.sh/z10IS/6d800fc593.png[/img][/spoiler]

https://github.com/PazerOP/CastingEssentials/releases/latest

[b]Known Issues:[/b]
[list]
[*] [b]ce_graphics_glow_silhouettes is on by default. You must disable this to enable l4d-style outlines.[/b]
[/list]
54
#54
3 Frags +

pog

pog
55
#55
7 Frags +

New release: r17

  • Added inverse player health progress bars.
  • Player health infills now have support for flickering and/or fading out.
  • Added ce_infills_additive which enables additive rendering for infills (adds to the underlying color, rather than replacing it)
  • Modified syntax of ce_cameratools_spec_pos: ce_cameratools_spec_pos x [y] [z] [pitch] [yaw] [roll] [mode]
    - Any of the parameters can be a single question mark (?) which is interpreted as "do not change".
    - Any omitted parameters are interpreted as "do not change".
    - mode can be either free, fixed or ?.
    - Breaking change: previously, ce_cameratools_spec_pos would always use a fixed camera. Now it keeps your current spec_mode. This means that if you want the previous behavior of always going into spec_mode 3, you need to specify fixed as the mode.
  • Added ce_cameratools_spec_pos_delta, which just adds the specified values to your position/angles. Uses the same updated syntax as ce_cameratools_spec_pos.
  • Added ce_autocamera_goto_mode, which controls the spec_mode to use for ce_autocamera_goto and ce_autocamera_cycle.
  • Fixed sticky jumper stickies not having outlines.
  • Fixed dispenser screens causing outlines to disappear all over the place. Whoops.

Didn't post r16 here because it was so minor, but here's what changed in r16:

  • Fixed silhouettes being on by default.
  • Support for actual progress bars for player health rather than HealthIcon hacks.

https://github.com/PazerOP/CastingEssentials/releases/latest

[b]New release: r17[/b]

[list]
[*] Added inverse player health progress bars.
[*] Player health infills now have support for flickering and/or fading out.
[*] Added ce_infills_additive which enables additive rendering for infills (adds to the underlying color, rather than replacing it)
[*] Modified syntax of ce_cameratools_spec_pos: ce_cameratools_spec_pos x [y] [z] [pitch] [yaw] [roll] [mode]
- Any of the parameters can be a single question mark (?) which is interpreted as "do not change".
- Any omitted parameters are interpreted as "do not change".
- mode can be either free, fixed or ?.
- Breaking change: previously, ce_cameratools_spec_pos would always use a fixed camera. [b]Now it keeps your current spec_mode.[/b] This means that if you want the previous behavior of always going into spec_mode 3, you need to specify fixed as the mode.
[*] Added ce_cameratools_spec_pos_delta, which just adds the specified values to your position/angles. Uses the same updated syntax as ce_cameratools_spec_pos.
[*] Added ce_autocamera_goto_mode, which controls the spec_mode to use for ce_autocamera_goto and ce_autocamera_cycle.
[*] Fixed sticky jumper stickies not having outlines.
[*] Fixed dispenser screens causing outlines to disappear all over the place. Whoops.
[/list]

Didn't post r16 here because it was so minor, but here's what changed in r16:

[list]
[*] Fixed silhouettes being on by default.
[*] Support for actual progress bars for player health rather than HealthIcon hacks.
[/list]

https://github.com/PazerOP/CastingEssentials/releases/latest
56
#56
9 Frags +

Heads up: due to the large number of changes in this release as well as limited time on my end, this is a beta release.

New release: r18

Thanks a bunch to dalegaard for contributing fixes and new features:

  • Fixed camera autoswitch being triggered by dead ringer feigns.
  • Added ce_clienttools_windowtitle, which allows you to override the title of the game window. Useful when running multiple instances of TF2 and matching their window title in OBS.
  • Added ce_cameratools_spec_entindex to spectate players by their entindex.

Many other changes as well:

  • Added ce_cameratools_spec_index <team> <hud index> to spectate a player by their position on the hud.
  • Added camera group support to autocameras. you can now use ce_autocamera_cycle <prev/next> [group] to cycle between a certain subset of cameras.
  • Added ce_autocamera_spec_player <free/fixed/follow> [group] which allows "following" a player using autocameras, optionally tracking them with the camera angles.
  • Added ce_teamscores_delta_blu/red, which offset the team scores for the ingame team scores panel. Useful for golden caps, etc.
  • Added ce_outlines_spy_visibility, which outlines cloaked spies even when they are not behind walls.
  • Added the ability to specify FOVs in autocameras.
  • Added ce_fovoverride_test and ce_fovoverride_test_enabled to help with placing autocameras with custom FOVs.
  • Added ce_teamscores_text<number> cvars, where number is an integer between 1 and 4. Maps directly to %customtext<number>% dialog variables on the teamscores panel.
  • Fixed a rare crash when players leave the server.
  • Fixed camera autoswitch running when in freecam (roaming) mode.
  • Replaced ce_fovoverride_enabled, ce_fovoverride_fov, and ce_fovoverride_zoomed with ce_fovoverride_firstperson, ce_fovoverride_thirdperson, ce_fovoverride_roaming, and ce_fovoverride_fixed.

https://github.com/PazerOP/CastingEssentials/releases/latest

[b] Heads up: due to the large number of changes in this release as well as limited time on my end, this is a beta release.[/b]

[b]New release: r18[/b]

Thanks a bunch to dalegaard for contributing fixes and new features:
[list]
[*]Fixed camera autoswitch being triggered by dead ringer feigns.
[*]Added ce_clienttools_windowtitle, which allows you to override the title of the game window. Useful when running multiple instances of TF2 and matching their window title in OBS.
[*]Added ce_cameratools_spec_entindex to spectate players by their entindex.
[/list]

Many other changes as well:
[list]
[*]Added ce_cameratools_spec_index <team> <hud index> to spectate a player by their position on the hud.
[*]Added camera group support to autocameras. you can now use ce_autocamera_cycle <prev/next> [group] to cycle between a certain subset of cameras.
[*]Added ce_autocamera_spec_player <free/fixed/follow> [group] which allows "following" a player using autocameras, optionally tracking them with the camera angles.
[*]Added ce_teamscores_delta_blu/red, which offset the team scores for the ingame team scores panel. Useful for golden caps, etc.
[*]Added ce_outlines_spy_visibility, which outlines cloaked spies even when they are not behind walls.
[*]Added the ability to specify FOVs in autocameras.
[*]Added ce_fovoverride_test and ce_fovoverride_test_enabled to help with placing autocameras with custom FOVs.
[*]Added ce_teamscores_text<number> cvars, where number is an integer between 1 and 4. Maps directly to %customtext<number>% dialog variables on the teamscores panel.
[*]Fixed a rare crash when players leave the server.
[*]Fixed camera autoswitch running when in freecam (roaming) mode.
[*]Replaced ce_fovoverride_enabled, ce_fovoverride_fov, and ce_fovoverride_zoomed with ce_fovoverride_firstperson, ce_fovoverride_thirdperson, ce_fovoverride_roaming, and ce_fovoverride_fixed.
[/list]

https://github.com/PazerOP/CastingEssentials/releases/latest
57
#57
eXtelevision
5 Frags +

Heh, ce_localplayer_track_spec_target seemed to have stopped working in STV demos out of the blue today. It was working earlier today, but somehow now it doesn't track who you're spectating. ce_localplayer_player is stuck at 1 and doesn't change. If you turn it off and set it manually it works.

So weird, no updates or anything today... Maybe I've missed something? Is this still working for others?

EDIT: So this is happening on newer demos. On older demos this is still working. From submissions this looks to be from mid May onwards, so May 17 update most likely.

Heh, ce_localplayer_track_spec_target seemed to have stopped working in STV demos out of the blue today. It was working earlier today, but somehow now it doesn't track who you're spectating. ce_localplayer_player is stuck at 1 and doesn't change. If you turn it off and set it manually it works.

So weird, no updates or anything today... Maybe I've missed something? Is this still working for others?

EDIT: So this is happening on newer demos. On older demos this is still working. From submissions this looks to be from mid May onwards, so May 17 update most likely.
58
#58
eXtelevision
3 Frags +

Sorry for double post but any news? If there are any ideas what this could be and if I could fix this for myself then that's hugely appreciated as well. This feature saves a lot of time for me.

Has this something to do with it?

Fixed matchmaking players being able to sit at the MOTD so they can't be kicked by players in the match. They will now show in the scoreboard on their assigned team and will be valid vote-kick targets by members of their team.
Sorry for double post but any news? If there are any ideas what this could be and if I could fix this for myself then that's hugely appreciated as well. This feature saves a lot of time for me.

Has this something to do with it?
[quote=Fixed matchmaking players being able to sit at the MOTD so they can't be kicked by players in the match. They will now show in the scoreboard on their assigned team and will be valid vote-kick targets by members of their team.][/quote]
59
#59
6 Frags +

Sorry about the delay in fixing some recent issues, school and other projects had me busy.

New release: r19

  • Added HitEvents module, which enables hitsounds and damage numbers in STV.
    - Server must be running [SrcTV+](https://github.com/dalegaard/srctvplus) by dalegaard for this feature to work
    - Controlled with ce_hitevents_enabled
    - ce_hitevents_dmgnumbers_los controls whether you can see damage numbers through walls
    - Behavior of damage numbers/hitsounds is controlled by normal tf_dingaling_ and hud_combattext_ cvars
  • Small performance improvements.
  • Fixed ce_localplayer_track_spec_target.
  • Fixed a case where white outlines would show up.
  • Fixed a typo in ce_outlines_spy_visib(i)lity

https://github.com/PazerOP/CastingEssentials/releases/latest

Sorry about the delay in fixing some recent issues, school and other projects had me busy.

[b]New release: r19[/b]

[list]
[*]Added HitEvents module, which enables hitsounds and damage numbers in STV.
- Server must be running [SrcTV+](https://github.com/dalegaard/srctvplus) by dalegaard for this feature to work
- Controlled with ce_hitevents_enabled
- ce_hitevents_dmgnumbers_los controls whether you can see damage numbers through walls
- Behavior of damage numbers/hitsounds is controlled by normal tf_dingaling_ and hud_combattext_ cvars
[*]Small performance improvements.
[*]Fixed ce_localplayer_track_spec_target.
[*]Fixed a case where white outlines would show up.
[*]Fixed a typo in ce_outlines_spy_visib(i)lity
[/list]

https://github.com/PazerOP/CastingEssentials/releases/latest
60
#60
0 Frags +
pazerAdded ce_cameratools_spec_index <team> <hud index> to spectate a player by their position on the hud.

Used this for ascent vs new god flow last night, and after a long pause the index system seemed to get stuck. So, for example, a scout with index 0 during the pause would switch to engi for a last fight, meaning that his index should change to 4. Instead it would stay at 0, and 4 would still be assigned to the demo.

This eventually fixed itself, presumably after however much time the pause had lasted passed, though I didn't actually time it. In the meantime, it was extremely confusing. Is there some way I can refresh the index system after pauses?

[quote=pazer]Added ce_cameratools_spec_index <team> <hud index> to spectate a player by their position on the hud.[/quote]

Used this for ascent vs new god flow last night, and after a long pause the index system seemed to get stuck. So, for example, a scout with index 0 during the pause would switch to engi for a last fight, meaning that his index should change to 4. Instead it would stay at 0, and 4 would still be assigned to the demo.

This eventually fixed itself, presumably after however much time the pause had lasted passed, though I didn't actually time it. In the meantime, it was extremely confusing. Is there some way I can refresh the index system after pauses?
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