Difference between revisions of "PropHunt"

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{{Quotation|'''The Soldier''' being lazy|I'm tired of looking.|sound=Soldier_sf12_seeking05.wav}}
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PropHunt is a TF2 gameplay modification originally written and released by [http://steamcommunity.com/id/darkimmortal/ Darkimmortal] with a set of accompanying maps developed by various authors, the unranked copy of the SourceMod plugin is currently available for server administrators through [http://forums.alliedmods.net/showthread.php?t=107104 AlliedModders], the ranked copy is available on request from the Geit or Darkimmortal via [http://www.gamingmasters.co.uk GamingMasters.co.uk].
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'''PropHunt''' is a ''[[Team Fortress 2]]'' [[mod]] originally written and released by [[User:Darkimmortal|Darkimmortal]] with a set of accompanying maps developed by various authors, indicated by the ph_ prefix. In late 2013, '''PropHunt Redux''' replaced PropHunt.  It includes a number of fixes, some of which are documented in the bugs section.  The unranked copy of the [[SourceMod]] plug-in is currently available for server administrators through [https://forums.alliedmods.net/showthread.php?t=228086 AlliedModders]. The ranked copy is available on request from the Geit or Darkimmortal via [http://www.gamingmasters.org GamingMasters.org].
  
There is also a SourceOP LUA rewrite of the plugin that is used privately on the SourceOP servers.
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There is also a SourceOP LUA rewrite of the plug-in that is used privately on the SourceOP servers.
==Gameplay==
 
  
On the [[RED]] team all players are forced to play scout.  The [[BLU]] team remains restricted to [[Pyro]], [[Heavy]], [[Sniper]], [[Demoman]], [[Engineer]],[[Soldier]] and [[Medic]]. Many however, choose to play as Pyro as it is the default and most useful class.  As with [[Arena]] mode on which PropHunt is based, no [[respawns]] are allowed during the round.  At the end of each round the teams are swapped; BLU to RED and vice versa.
+
The TF2 version is based off a gamemode under the same name in [[Garry's Mod]].
At the beginning of the round, during setup time, each member of the RED team takes the appearance of a "prop".  These may be a hay bale, a length of fencing, a stack of wood, an ornamental frog or any one of any other items used to decorate the map.  The player is allowed 30 seconds to find an appropriate place to start.  During this time the BLU team will have been rooted in place at their own spawn.  Some maps have open spawn doors, resulting in pyro's being able to see certain parts of the map and any props that decide to hide there.
 
When the Blu team is finally released it becomes their job to find all the members of the Red team and kill them. To all players, the Red team appear only as props. It is not uncommon to see a Pyro running after a box while a Heavy shoots at a bucket.
 
  
There are various conditions with dictate the game play:
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== Gameplay demonstration ==
*The Blu team is granted full use of most of their weapons however each use will result in a loss of health to the Blu player.  Thus the Blu players need to be conservative about the use of their weapons.
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{{youtube|width=400|RhnPvCvFM-g}}
*Taunt Kills are permitted and incur no loss of health to their users.
 
*Blu team receives a minor speed increase for every kill or assist they make
 
*Props are permitted the full use of scout's movement; ie. double-jump, fastest running speed.
 
*Blu Pyro's are given extra "flight" capacity by firing their flamethrower while they jump, effectively blasting them up in the air.
 
*The Red team have no weapons until there is only one red player alive.  At this time the announcer indicates "last man standing" and the final Red player is granted the use of all his weapons.
 
*Health packs appear very sparse throughout the maps.  The only other way to restore health is to run over the control point.  The control point acts as a full med pack for each player, but can only be used once every 55 seconds.
 
  
==Maps==
+
== Gameplay ==
These maps are the current official maps that have been approved by the mod's authors and are distributed with the plugin to potential server hosters, it is up to the host to whether they use these maps or not.
+
PropHunt plays much like a cross between the standard [[Arena]] Mode and the game "Hide and Seek". Players on the [[RED]] team, disguised as "props", are given a 30 second set up time to hide, and afterwards players on the [[BLU]] team attempt to find and kill them in the allotted time period. At the end of each round the teams are swapped; the "Hunters" (BLU) become the "Hunted" (RED) and vice versa. Respawns are not permitted until the end of each round.
 +
 +
Players on the RED team are forced to play as [[Scout]]s and are randomly assigned the appearance of a map prop at the start of each round. They are not able to make use of their weapons unless they are the last player on their team. Prior to PropHunt Redux, passive item effects, like the Sandman's health penalty, influenced the player as normal. In addition, the RED team is unable to drown, which enables them to hide underwater.
  
* ''Basalt'' - S.W.A.T.Y
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The BLU team has access to all classes except for the [[Spy]] and [[Medic]] with the [[Solemn Vow]] (due to their ability to see enemy stats). [[Pyro]] is the default class, and consequently the most widely used. Fire effects are visible on props, making them easy to track after they are found. Also, Pyros are granted the ability to "fly" by firing their flamethrowers in midair as a means of increasing vertical mobility to combat the Scout's Double Jump.  
* ''Brawl'' - Jazz
 
* ''Canyon'' - Albatross (Modified by Shinkz)
 
* ''Cargo'' - Combatfetus
 
* ''Cliff Face'' - gRiMrEaPeRsco
 
* ''Concord'' - zephyrak
 
* ''Cyberpunk'' - Xenon (Modified by Spykodemon and Shinkz)
 
* ''Desolation'' - Jamie "Mr. Happy" Lea
 
* ''Devils Canyon'' - Soylent Robot
 
* ''Farm'' - Geit
 
* ''Farm Feud'' - Archanor
 
* ''Goldtooth'' - Chuck "Atrocity" Wilson (Modified by Shinkz)
 
* ''Grassland'' - Mr. Late (Modified by Shinkz)
 
* ''Harvest'' - Heyo
 
* ''Headquarters'' - Combatfetus
 
* ''Lumberyard'' - Valve (Modified by Shinkz)
 
* ''Maze'' - LabelMaker (Assisted by Geit)
 
* ''Mountain'' - Austria_Phantom
 
* ''North Ural'' - Flanker (Modified by Shinkz)
 
* ''Oasis'' - Tyb00 (Modified by Shinkz)
 
* ''Other Side'' - Vincent (Modified by Shinkz)
 
* ''Range'' - Pascal
 
* ''Ravage'' - Mehby
 
* ''Sawmill'' - Valve (Modified by gRiMrEaPeRsco)
 
* ''Spooky Ravine'' - Valve & Malachi
 
* ''Storm'' - Ikem
 
* ''Switcheroo'' - insta (Modified by Coffejunky)
 
* ''Timbertown'' - Unknown (Modified by Shinkz)
 
* ''Train Set'' - Johnny
 
* ''Warehouse'' - Geit
 
* ''Watch Tower'' - Joshua ‘JoshuaC’ Shiflet (Modified by gRiMrEaPeRsco)
 
  
==History==
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Firing a weapon or swinging a melee weapon will cause members of the BLU team to slightly damage themselves. This is intended to give players a reason to focus on suspicious props rather than shooting everything in sight. To reward successful hunters, members of the BLU team who score a kill or kill assist are restored to full health and granted a small speed boost for as long as they keep their current weapon out.
  
'''TF2 PropHunt''' was first shown to the public on 22/07/2009 after a GamingMasters user posted information on CS:S PropHunt a day earlier and Darkimmortal took it upon himself to convert the game style to TF2 using his brother, Bluepanther, as a source of information while he was coding it. There was almost an immediate roadblock as the map that the mode should use was undecided and most of the TF2 stock maps were completely unsuited to PropHunt due to their size or their lack of props, then Darkimmortal tried arena_sawmill and it was an instant hit, the arena base reduced work required to make the plugin work, the map was a perfect size and had the perfect amount of clutter. Work was then started on finding other suitable arena maps which was easy enough and those that did not already perfectly suit PropHunt were slightly modified to be so.
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Health pickups are generally limited on Prop Hunt maps, although Prop Hunt maps universally feature a central, unable-to-be-captured control point that will fully heal a player passing over it once every 55 seconds (tracked individually for each player).  
  
PropHunt was kept in closed beta for 3 months with Geit working on getting other servers involved in the beta with Alpha-Omega becoming the US host and various clans becoming hosts for other parts of the world. On the 7th of October PropHunt's big break came as it went viral due to Criken's youtube video being posted on many news sites such as [http://rockpapershotgun.com Rock, Paper, Shotgun] and [http://www.shacknews.com/onearticle.x/60778 Shack News]. After this event many clans attempted to obtain the plugin for their servers and the Mod's Creators were flamed for their apparent "greediness" and "selfishness" after being unable to respond or accept all of the requests and release the plugin publicly, This resulted in a final development rush to iron out all of the Closed Beta bugs and PropHunt 1.0(Officially known as v0.0.6) was released to the public via AlliedModders on the 22nd of October.
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BLU or RED win the round if all members of the opposing team die. RED is able to win by staying alive until the end of the round's duration, at which point all BLU players are automatically slain and the victory awarded accordingly. If there is only one RED prop left, the remaining BLU team members are Jarated and the last RED player is allowed to shoot at the BLU team members. Be aware that any passive item effects from their loadout will be applied to the last player when Last Prop mode starts.
Development Continued on PropHunt and to date there have been 18 major version upgrades including bug fixes, feature additions and code clean ups. Version 1.8 is currently under development and is expected to be the final major release and the end of PropHunt's active development cycle, nearly a year later.
 
  
==External Links==
+
== Tips ==
 +
=== Hunted ===
 +
* You have 30 seconds to find a decent hiding spot. Make the most of this time.
 +
** If the Hunters have been unleashed, it is a good idea to simply make a mad dash to whatever out of the way or matching area you can find.
 +
*** The spawn room of the Hunters is often forgotten after the round begins.
 +
* Try to find a spot that you will fit in nicely. Don't try to give anything away to the Hunters.
 +
** There are some spots where people don't or rarely check. Hiding there while not drawing any attention will almost guarantee victory.
 +
** Most people don't tend to look up. Use this to your advantage.
 +
** Dark spots are easy to overlook.
 +
** A good place to hide is near props similar to yours, e.g., hide in a corner full of barrels as a barrel.
 +
** The bounds of the map might be larger than it looks like; look for obscure ledges and similar spots.
 +
** Some maps have locations that are hard to reach. You might stand out if you hide there, but at the same time, people will have trouble reaching you.
 +
** Make absolutely sure your prop is not clipping into something nearby. While clips may not always be dead giveaways, they tend to attract enemy attention.
 +
*** A few prop combinations (especially vegetation) look natural when clipping. Exploit that most people learn which props are safe.
 +
** Be careful of hiding in hazardous locations, e.g., a room full of [[pumpkin bombs]], as a stray bullet could kill you instantly.
 +
** Since you cannot drown, hiding underwater will negate the Pyro's fire ability or Flare Guns. However, beware of other classes's attacks.
 +
** Hide somewhere with a good exit. There is nothing worse than getting stuck at your enemies' mercy.
 +
* When you have been found out, just run and find a health kit as quickly as possible. Try to give your pursuers the slip and find another hiding spot.
 +
* If you see an incoming projectile, try to avoid it. Your cover will be blown, but you will still live to find another hiding spot.
 +
* Clicking will lock the prop so that you can check your surroundings without drawing attention.
 +
* Feel free to run around from the Hunters for the duration of the round, especially if your prop is something that won't fit into your surroundings. Be wary, however, of the positions of the Hunters (so you don't run into Pyro's fire), the landscape (so you don't run into walls), and other Hunted (so you don't blow their cover as well).
 +
* It is advisable to equip the default [[Bat]], even though you cannot use it. Negative effects such as the [[Sandman]]'s reduced health or the [[Candy Cane]]'s increased explosive vulnerability are detrimental. You could also equip the [[Atomizer]], to have an extra jump to get to places easier.
 +
** This only applies in Last Prop mode in PropHunt Redux.
 +
* If you're the final prop, you can shoot, so it can help to practice playing as a Scout. If you choose to do so, lurk around a health kit and pick off weakened Hunters. Also, it is recommended to have a Mad Milk and a Candy Cane equipped, to extinguish yourself and to pick up health packs from offed enemies (Take notice, world/environmental kills do not spawn health packs.)
 +
*If you are dead, do not reveal a prop or its location, that is a bannable offence called "Ghosting"!
  
[http://steamcommunity.com/groups/PropHunt TF2 PropHunt Official Steam Group]
+
=== Hunters ===
 +
* Your health decreases when you fire. Consequently, try not to randomly shoot everywhere.
 +
**As a [[Pyro]], the [[Phlogistinator]] will drain your health in less than one second due to its faster firing rate. It is advised to not use this weapon due to this.
 +
***The issue wasn't with the firing rate, but with older PropHunt configuration files not setting the self-damage correctly for the Phlogistinator, Rainblower, or Botkiller Flamethrowers.
 +
***This has been fixed in newer PropHunt configuration files.
 +
* The Pyro's fire can easily reveal [[Scout]]s and do quite a number on their health. The same goes for weapons that cause [[bleeding]].
 +
* The Heavy's [[Sandvich]] can be useful not only to eat and heal himself, but also to his teammates if thrown.
 +
* The [[Jarate]] does no damage when thrown, but will reveal any Scouts in the area which will help locate and kill the Hunted faster.
 +
* If you identify an enemy player but fail to kill them, tell your team what and where he/she is so they can kill them, but if you die trying to kill them, don't reveal their prop, that is a variation of "ghosting", which can get you, in most cases, muted, but also banned!
 +
* Pyros can shoot and jump to do a "super jump" to reach higher places.
 +
* [[Engineers]] are not allowed to build Sentry Guns, but can build Dispensers. If you are planning to be an [[Engineer]], you can build your Dispenser during [[setup time]] when the health penalty is not active before hauling it to a good spot.
 +
* Offensive taunts like the Pyro's [[Hadouken]] and Engineer's [[Guitar Smash]] and [[Arm Blender]] will not drain the hunter's life. At the cost of Execution speed, this can be used to your advantage to kill oblivious props or scare them out of hiding.
 +
* Using either the [[Short Circuit]] or [[Widowmaker]] will not drain an Engineer's health, although it will drain the Engineers' metal reserves.
 +
* When attacking a large prop, bear in mind that the actual hitbox of the Scout does not match the prop. It is either at the center of the prop, or at the end of a long prop.
 +
* On small PropHunt maps, killing one or more props while still holding your Minigun down as a Heavy will keep the speed boost, making it easier to damage or kill props.
 +
* The [[Backburner]] is the perfect weapon for Pyro because there is a chance of hitting the Scout in the back to deal critical damage, which makes it more likely to kill the Scout right away or leave them with insufficient health to survive the afterburn.
  
[http://gamingmasters.co.uk/prophunt TF2 PropHunt Stats pages]
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== Bugs ==
 +
*Engineers can exit their spawn location during setup by using the  [[Eureka Effect]]'s taunt.
 +
*Choosing to play as the [[Demoman]] or [[Medic]] will result in the player [[Civilian#The reference pose|ref-posing]] until a melee weapon is drawn out. When the melee weapon is selected as these two classes, the player cannot switch weapons. Note, however, that the [[Chargin' Targe]] may still be used, and set effects will apply.
 +
**This was fixed in PropHunt Redux 3.0.0.
 +
*Any equipped miscellaneous items and hats will not be hidden while playing as a prop. While this can be hilarious, it is inadvisable. To work around this, it is advised to keep a loadout preset empty exclusively for PropHunt.
 +
**This was fixed in PropHunt 1.92.  Canteen and Spellbook visibility has been fixed in PropHunt Redux 3.0.0.
 +
*Because some props aren't designed to be moved around, sometimes they can be invisible from certain angles. (For example, [[Control Point|control points]] are invisible from below.)
 +
*Any recently added weapons which have been added may not be removed from use in PropHunt, such as the [[Grenade Launcher#Gallery|Festive Grenade Launcher]] or [[Vaccinator]].
 +
**This has been fixed in newer PropHunt configuration files and includes all weapons added as of the Smissmas 2013 update.
  
[http://forums.alliedmods.net/showthread.php?t=107104 AlliedModders plugin release thread]
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== External links ==
 
+
*[http://steamcommunity.com/groups/PropHunt TF2 PropHunt Official Steam Group]
==Appearances and References==
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*[http://gamingmasters.org/prophunt TF2 PropHunt Stats pages]
*[http://www.shacknews.com/onearticle.x/60778] - Shacknews (Oct 2009)
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*[https://forums.alliedmods.net/showthread.php?t=228086 AlliedModders PropHunt Redux release thread]
*[http://www.kritzkast.com/?p=195] - Interview with Dark Immortal and Geit on [[Kritzkast]] (Episode 36, October 2009)
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*[http://www.shacknews.com/onearticle.x/60778 Team Fortress 2 Hide and Seek Mod Found to be Great] - Shacknews (Oct 2009)
 
+
*[http://www.kritzkast.com/?p=195 Interview with Darkimmortal and Geit on Kritzkast] (Episode 36, October 2009)
 
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{{ModNav}}
{{Languages}}
 
[[Category:Mods]]
 

Latest revision as of 02:30, 17 March 2024

I'm tired of looking.
The Soldier being lazy

PropHunt is a Team Fortress 2 mod originally written and released by Darkimmortal with a set of accompanying maps developed by various authors, indicated by the ph_ prefix. In late 2013, PropHunt Redux replaced PropHunt. It includes a number of fixes, some of which are documented in the bugs section. The unranked copy of the SourceMod plug-in is currently available for server administrators through AlliedModders. The ranked copy is available on request from the Geit or Darkimmortal via GamingMasters.org.

There is also a SourceOP LUA rewrite of the plug-in that is used privately on the SourceOP servers.

The TF2 version is based off a gamemode under the same name in Garry's Mod.

Gameplay demonstration

Gameplay

PropHunt plays much like a cross between the standard Arena Mode and the game "Hide and Seek". Players on the RED team, disguised as "props", are given a 30 second set up time to hide, and afterwards players on the BLU team attempt to find and kill them in the allotted time period. At the end of each round the teams are swapped; the "Hunters" (BLU) become the "Hunted" (RED) and vice versa. Respawns are not permitted until the end of each round.

Players on the RED team are forced to play as Scouts and are randomly assigned the appearance of a map prop at the start of each round. They are not able to make use of their weapons unless they are the last player on their team. Prior to PropHunt Redux, passive item effects, like the Sandman's health penalty, influenced the player as normal. In addition, the RED team is unable to drown, which enables them to hide underwater.

The BLU team has access to all classes except for the Spy and Medic with the Solemn Vow (due to their ability to see enemy stats). Pyro is the default class, and consequently the most widely used. Fire effects are visible on props, making them easy to track after they are found. Also, Pyros are granted the ability to "fly" by firing their flamethrowers in midair as a means of increasing vertical mobility to combat the Scout's Double Jump.

Firing a weapon or swinging a melee weapon will cause members of the BLU team to slightly damage themselves. This is intended to give players a reason to focus on suspicious props rather than shooting everything in sight. To reward successful hunters, members of the BLU team who score a kill or kill assist are restored to full health and granted a small speed boost for as long as they keep their current weapon out.

Health pickups are generally limited on Prop Hunt maps, although Prop Hunt maps universally feature a central, unable-to-be-captured control point that will fully heal a player passing over it once every 55 seconds (tracked individually for each player).

BLU or RED win the round if all members of the opposing team die. RED is able to win by staying alive until the end of the round's duration, at which point all BLU players are automatically slain and the victory awarded accordingly. If there is only one RED prop left, the remaining BLU team members are Jarated and the last RED player is allowed to shoot at the BLU team members. Be aware that any passive item effects from their loadout will be applied to the last player when Last Prop mode starts.

Tips

Hunted

  • You have 30 seconds to find a decent hiding spot. Make the most of this time.
    • If the Hunters have been unleashed, it is a good idea to simply make a mad dash to whatever out of the way or matching area you can find.
      • The spawn room of the Hunters is often forgotten after the round begins.
  • Try to find a spot that you will fit in nicely. Don't try to give anything away to the Hunters.
    • There are some spots where people don't or rarely check. Hiding there while not drawing any attention will almost guarantee victory.
    • Most people don't tend to look up. Use this to your advantage.
    • Dark spots are easy to overlook.
    • A good place to hide is near props similar to yours, e.g., hide in a corner full of barrels as a barrel.
    • The bounds of the map might be larger than it looks like; look for obscure ledges and similar spots.
    • Some maps have locations that are hard to reach. You might stand out if you hide there, but at the same time, people will have trouble reaching you.
    • Make absolutely sure your prop is not clipping into something nearby. While clips may not always be dead giveaways, they tend to attract enemy attention.
      • A few prop combinations (especially vegetation) look natural when clipping. Exploit that most people learn which props are safe.
    • Be careful of hiding in hazardous locations, e.g., a room full of pumpkin bombs, as a stray bullet could kill you instantly.
    • Since you cannot drown, hiding underwater will negate the Pyro's fire ability or Flare Guns. However, beware of other classes's attacks.
    • Hide somewhere with a good exit. There is nothing worse than getting stuck at your enemies' mercy.
  • When you have been found out, just run and find a health kit as quickly as possible. Try to give your pursuers the slip and find another hiding spot.
  • If you see an incoming projectile, try to avoid it. Your cover will be blown, but you will still live to find another hiding spot.
  • Clicking will lock the prop so that you can check your surroundings without drawing attention.
  • Feel free to run around from the Hunters for the duration of the round, especially if your prop is something that won't fit into your surroundings. Be wary, however, of the positions of the Hunters (so you don't run into Pyro's fire), the landscape (so you don't run into walls), and other Hunted (so you don't blow their cover as well).
  • It is advisable to equip the default Bat, even though you cannot use it. Negative effects such as the Sandman's reduced health or the Candy Cane's increased explosive vulnerability are detrimental. You could also equip the Atomizer, to have an extra jump to get to places easier.
    • This only applies in Last Prop mode in PropHunt Redux.
  • If you're the final prop, you can shoot, so it can help to practice playing as a Scout. If you choose to do so, lurk around a health kit and pick off weakened Hunters. Also, it is recommended to have a Mad Milk and a Candy Cane equipped, to extinguish yourself and to pick up health packs from offed enemies (Take notice, world/environmental kills do not spawn health packs.)
  • If you are dead, do not reveal a prop or its location, that is a bannable offence called "Ghosting"!

Hunters

  • Your health decreases when you fire. Consequently, try not to randomly shoot everywhere.
    • As a Pyro, the Phlogistinator will drain your health in less than one second due to its faster firing rate. It is advised to not use this weapon due to this.
      • The issue wasn't with the firing rate, but with older PropHunt configuration files not setting the self-damage correctly for the Phlogistinator, Rainblower, or Botkiller Flamethrowers.
      • This has been fixed in newer PropHunt configuration files.
  • The Pyro's fire can easily reveal Scouts and do quite a number on their health. The same goes for weapons that cause bleeding.
  • The Heavy's Sandvich can be useful not only to eat and heal himself, but also to his teammates if thrown.
  • The Jarate does no damage when thrown, but will reveal any Scouts in the area which will help locate and kill the Hunted faster.
  • If you identify an enemy player but fail to kill them, tell your team what and where he/she is so they can kill them, but if you die trying to kill them, don't reveal their prop, that is a variation of "ghosting", which can get you, in most cases, muted, but also banned!
  • Pyros can shoot and jump to do a "super jump" to reach higher places.
  • Engineers are not allowed to build Sentry Guns, but can build Dispensers. If you are planning to be an Engineer, you can build your Dispenser during setup time when the health penalty is not active before hauling it to a good spot.
  • Offensive taunts like the Pyro's Hadouken and Engineer's Guitar Smash and Arm Blender will not drain the hunter's life. At the cost of Execution speed, this can be used to your advantage to kill oblivious props or scare them out of hiding.
  • Using either the Short Circuit or Widowmaker will not drain an Engineer's health, although it will drain the Engineers' metal reserves.
  • When attacking a large prop, bear in mind that the actual hitbox of the Scout does not match the prop. It is either at the center of the prop, or at the end of a long prop.
  • On small PropHunt maps, killing one or more props while still holding your Minigun down as a Heavy will keep the speed boost, making it easier to damage or kill props.
  • The Backburner is the perfect weapon for Pyro because there is a chance of hitting the Scout in the back to deal critical damage, which makes it more likely to kill the Scout right away or leave them with insufficient health to survive the afterburn.

Bugs

  • Engineers can exit their spawn location during setup by using the Eureka Effect's taunt.
  • Choosing to play as the Demoman or Medic will result in the player ref-posing until a melee weapon is drawn out. When the melee weapon is selected as these two classes, the player cannot switch weapons. Note, however, that the Chargin' Targe may still be used, and set effects will apply.
    • This was fixed in PropHunt Redux 3.0.0.
  • Any equipped miscellaneous items and hats will not be hidden while playing as a prop. While this can be hilarious, it is inadvisable. To work around this, it is advised to keep a loadout preset empty exclusively for PropHunt.
    • This was fixed in PropHunt 1.92. Canteen and Spellbook visibility has been fixed in PropHunt Redux 3.0.0.
  • Because some props aren't designed to be moved around, sometimes they can be invisible from certain angles. (For example, control points are invisible from below.)
  • Any recently added weapons which have been added may not be removed from use in PropHunt, such as the Festive Grenade Launcher or Vaccinator.
    • This has been fixed in newer PropHunt configuration files and includes all weapons added as of the Smissmas 2013 update.

External links