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[TF2] Freak Fortress 2


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Otokiru
Senior Member
Join Date: Apr 2012
Old 06-14-2012 , 10:31   Re: [TF2] Freak Fortress 2
#1291

Quote:
Originally Posted by Unreal1 View Post
Wanna make a website to host all your stuff?
Nah its okay, im good. Thanks tho~

Quote:
Originally Posted by Diviara27 View Post
Otokiru, I almost forgot to tell you. When Abstract spy rages, she dosen't disguise. Her class is Heavy.
Quote:
Originally Posted by nope.avi View Post
Hi there, I have a problem when i use rage_abstractspy
Nothing happens.
Here is the line of cfg:

PHP Code:
    "ability5" 
    

        
"name" "rage_abstractspy"
         "arg1" "60.0"    
// Duration    (No. of seconds the hale will disguise as the opponent team.)
        
"plugin_name"    "ff2_otokiru" 
       

Is there max No. of seconds? I am not sure.
Quote:
Originally Posted by Powerlord View Post
Sourcemod's Disguise stuff only works if the class of the player (the hale player in this case) is Spy. I think it's an engine limitation.
LOL! My bad, the rage is for Spy class only. No idea why I said its for other class except spy... I must be drunk or something. Sorry!...

Quote:
Originally Posted by MaloModo View Post
Looking good. No errors in logs from this. Cheers!
Okay, glad to hear and thanks.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 06-14-2012 , 10:57   Re: [TF2] Freak Fortress 2
#1292

Quote:
Originally Posted by EP_ View Post
Upon diagnosing the 'admin's head is all that shows up' problem some have been getting, I've managed to find quite a few issues with materials in other bosses! Hence a quick update to several bosses!

ADMIN v1.1a:
- Fixed the materials issues with the model (no more floating head admin \o/)
- Updated to Otokiru v1.2
- Removed Otokiru inclusion in the files - you will have to get this separately (this is to expedite updates and compatibility with future bosses)
- Changed att. 288 (cannot be crit-boosted) to 15 (no random crits)

MOKOU v1.1a:
- Fixed the materials issues with the rage (flicker effect)
- Lowered Phlog damage buff to +40% (previously +80%)
- Lowered crit resistance to 33% (previously 67%)
- Lowered ammo count to 40 (previously 50)
- Extended boss notes in CFG

RADIGAN v1.01a:
- Lowered minigun buff to +25% (formerly +30, was +40)
- Lowered ammo count to 30 (was 35)
- removed falloff attribute
- Lowered rage distance to 675 (formerly 850)

KOISHI v1.11a (14 June 2012):
- Fixed the materials issues with the rage (flicker effect)
- Increased building damage to +175% (from +120%)
- Added invisibility portion of Rage in the description
- Added boss notes in CFG

Aside from Radigan, all bosses will also require BZ2 redownloads, and links are as always in the link on my sig.
EP... only config changes??? no new core files or changed model / material files?
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Dugger
Member
Join Date: Jul 2010
Old 06-14-2012 , 12:57   Re: [TF2] Freak Fortress 2
#1293

God i love this plugin. Easily ten time better than saxton due to how manybosses one can have on a server
Check out my server 174.34.158.203:27015 It now has 30 bosses on it
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 06-14-2012 , 13:09   Re: [TF2] Freak Fortress 2
#1294

I've noticed that christian brutal sniper is crashing the server :/
it has happend since some TF2 update I guess because I had no problems before.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 06-14-2012 , 13:12   Re: [TF2] Freak Fortress 2
#1295

Haven't seen those kinds of issues with CBS yet. Any error logs?
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 06-14-2012 , 13:26   Re: [TF2] Freak Fortress 2
#1296

Quote:
Originally Posted by MasterOfTheXP View Post
Haven't seen those kinds of issues with CBS yet. Any error logs?
forgot that I'm also using Otokiru version of FF2 that fixed the Hale weapon bug/exploit.
http://forums.alliedmods.net/showpos...&postcount=944

Code:
L 06/14/2012 - 12:16:27: [SM] Native "GetEntPropVector" reported: Entity 31 (31) is invalid
L 06/14/2012 - 12:16:27: [SM] Displaying call stack trace for plugin "freaks/default_abilities.ff2":
L 06/14/2012 - 12:16:27: [SM]   [0]  Line 138,  D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freaks\default_abilities.sp::FF2_OnAbility2()
L 06/14/2012 - 12:16:27: [SM]   [1]  Line 43,  D:\tf2ds\orangebox\tf\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::FF2_OnAbility()
Code:
L 06/14/2012 - 17:15:50: [SM] Native "GetEntProp" reported: Property "m_bHealing" not found (entity 148/tf_weapon_jar_milk)
L 06/14/2012 - 17:15:50: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 06/14/2012 - 17:15:50: [SM]   [0]  Line 4911, freak_fortress_2.sp::GetHealingTarget()
L 06/14/2012 - 17:15:50: [SM]   [1]  Line 3392, freak_fortress_2.sp::OnTakeDamage()
L 06/14/2012 - 17:24:53: SourceMod error session started
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Last edited by AeroAcrobat; 06-14-2012 at 13:27.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 06-14-2012 , 13:35   Re: [TF2] Freak Fortress 2
#1297

Quote:
Originally Posted by AeroAcrobat View Post
Code:
L 06/14/2012 - 12:16:27: [SM] Native "GetEntPropVector" reported: Entity 31 (31) is invalid
L 06/14/2012 - 17:15:50: [SM] Native "GetEntProp" reported: Property "m_bHealing" not found (entity 148/tf_weapon_jar_milk)
We're gonna need some entity checks. Let's go fix some plugins!
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EP_
Member
Join Date: Apr 2012
Old 06-14-2012 , 14:13   Re: [TF2] Freak Fortress 2
#1298

Quote:
Originally Posted by BBG_Theory View Post
EP... only config changes??? no new core files or changed model / material files?
I changed materials files when archiving these for distribution. Not sure what you're talking about.
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Freak Fortress 2 bosses
I'm planning on an update to at least my existing bosses, please watch warmly~


STG final bosses at work here.
No deathbombing or bullet-cancelling allowed
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 06-14-2012 , 14:16   Re: [TF2] Freak Fortress 2
#1299

While we're talking about your bosses, EP, why make clients re-download Administrator sound files that are already in the game?
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Sindex
Member
Join Date: Jan 2012
Old 06-14-2012 , 14:29   Re: [TF2] Freak Fortress 2
#1300

Quote:
Originally Posted by MasterOfTheXP View Post
While we're talking about your bosses, EP, why make clients re-download Administrator sound files that are already in the game?
I have yet to look at EP’s version after I did my version of her. However I used her default sound files only for when she is the middle of combat. Everything else I had to rig (sound wise) when it came to her intro’s and finales sounds. The only exception was her music which plays in the middle of her combat scheme. She does work differently a bit from EP’s though because of her more defensive capabilities (no revolver, but can disguise on backstab).

If you guys want to pick at my .cfg of her you can. She works fine at the moment.

PHP Code:
"character"
{
    
"name"                    "The Administrator"                
    "class"                    "8"                                
    "model"                    "models\freak_fortress_2\announcer\administrator.mdl"
    "ragedist"                "300.0"
    "health_formula"        "((475+n)*n)^1.04"    
    "maxspeed"                "325"
    "ragedamage"            "3000"
    "sound_block_vo"        "1"
    
    "description_en"         "The Administrator:\nNo super jump!\nYou Have Failed ME!!\nThe Dead Work for You! alt-fire, look up and stand up. (60 sec cooldown)\nRage transparency: taunt when the Rage Meter is full."
    
    "weapon1"                                                
    
{        
        
"name"                "tf_weapon_knife"                
        "index"                "4"
        "show"                "0"
        "attributes"        "1 ; 0.25 ; 347 ; 1 ; 15 ; 0 ; 391 ; 99 ; 154 ; 1 ; 137 ; 2"
    
}
    
    
"ability1"
    

        
"name" "charge_salmon" 
        "arg0" "1"
        "arg1" "1"
        "arg2" "60"
        "arg3" "1"
        "arg4" "5"
        "arg5" "4.0"
        "plugin_name"    "ff2_otokiru"
    
}
    
"ability2"
    
{
        
"name" "rage_transparency"
        "arg0"    "0"
        "arg1"    "50"
        "arg2"    "10"
        "arg3"    "4"
        "plugin_name"    "powerlord_abilities"
    
}
    
"ability3"
    
{
        
"name" "rage_preventtaunt"
        "plugin_name"    "default_abilities"
    
}
    
"ability4"
    
{
        
"name" "rage_stunsg"
        "arg1"    "3"
        "plugin_name"    "default_abilities"
    
}
    
    
"sound_begin"                                                
    
{
        
"1" "freak_fortress_2\announcer\admin_intro1.mp3"
        "2" "freak_fortress_2\announcer\admin_intro2.mp3"
        "3" "freak_fortress_2\announcer\admin_intro3.mp3"
    
}    
    
"sound_kspree"                                                
    
{
        
"1"    "vo\announcer_am_lastmanforfeit01.wav"
        "2" "vo\announcer_am_lastmanforfeit02.wav"
        "3"    "vo\announcer_am_lastmanforfeit03.wav"
        "4"    "vo\announcer_am_lastmanforfeit04.wav"
    
}
    
"sound_win"                                                    
    
{
        
"1"    "freak_fortress_2\announcer\admin_win1.mp3"
        "2" "freak_fortress_2\announcer\admin_win2.mp3"
        "3" "freak_fortress_2\announcer\admin_win3.mp3"
    
}
    
"sound_death"                                                
    
{
        
"1" "freak_fortress_2\announcer\admin_fail1.mp3"
        "2" "freak_fortress_2\announcer\admin_fail2.mp3"
        "3" "freak_fortress_2\announcer\admin_fail3.mp3"
    
}
    
"sound_ability"                                                
    
{                        
        
"slot1"    "0"                                                
        "1" "vo\announcer_overtime3.wav"
        "slot2"    "0"
        "2" "vo\announcer_secure.wav"
    
}
    
"sound_lastman"
    
{
        
"1" "vo\announcer_am_lastmanalive01.wav"
        "2" "vo\announcer_am_lastmanalive04.wav"
        "3" "vo\announcer_dec_missionbegins30s06.wav"
        "4" "vo\announcer_dec_missionbegins30s05.wav"
        "5" "vo\announcer_dec_kill07.wav"
        "6" "vo\announcer_dec_kill08.wav"
        "7" "vo\announcer_dec_kill09.wav"
        "8" "vo\announcer_dec_kill10.wav"
        "9" "vo\announcer_dec_kill11.wav"
    
}
    
"sound_precache"                                            
    
{
        
"1" "freak_fortress_2\announcer\admin_music1.mp3"
    
}
    
"sound_bgm"                                                    
    
{
        
"path1"    "freak_fortress_2\announcer\admin_music1.mp3"        
        "time1"    "140"                                            
    
}
    
    
"mod_download"                                                
    
{
        
"1"    "models\freak_fortress_2\announcer\administrator"
    
}
    
"mat_download"                                                    
    
{
        
"1" "materials\freak_fortress_2\announcer\announcer_head_purple"
        "2" "materials\freak_fortress_2\announcer\announcer_purple"
    
}
    
"download"
    
{
        
"1" "materials\freak_fortress_2\announcer\eye-iris-green.vmt"
        "2" "materials\freak_fortress_2\announcer\eye-iris-green.vtf"
        "3" "materials\freak_fortress_2\announcer\announcer_normal.vtf"
        "4"    "sound\freak_fortress_2\announcer\admin_music1.mp3"
        "5"    "sound\freak_fortress_2\announcer\admin_intro1.mp3"
        "6"    "sound\freak_fortress_2\announcer\admin_intro2.mp3"
        "7"    "sound\freak_fortress_2\announcer\admin_intro3.mp3"
        "8"    "sound\freak_fortress_2\announcer\admin_win1.mp3"
        "9"    "sound\freak_fortress_2\announcer\admin_win2.mp3"
        "10" "sound\freak_fortress_2\announcer\admin_win3.mp3"
        
        "11" "sound\freak_fortress_2\announcer\admin_fail1.mp3"
        "12" "sound\freak_fortress_2\announcer\admin_fail2.mp3"
        "13" "sound\freak_fortress_2\announcer\admin_fail3.mp3"
    
}


Last edited by Sindex; 06-14-2012 at 14:44.
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