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[TF2] Freak Fortress 2


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EP_
Member
Join Date: Apr 2012
Old 06-14-2012 , 14:54   Re: [TF2] Freak Fortress 2
#1301

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?
Primarily in case of client-side mods or settings that affect stock Admin voice clips. They may not be too common, but if they are there they can ruin things a bit IMO.

Quote:
Originally Posted by Sindex View Post
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).
Interesting config. Looking forward to a full release.
__________________
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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danne2
AlliedModders Donor
Join Date: Jul 2011
Location: Unoriginal computer joke
Old 06-14-2012 , 16:56   Re: [TF2] Freak Fortress 2
#1302

Recently I've been having a problem where when no admins are on, the boss and two other players will just sit around and the round will go on forever.
I just edited the code to make it start at 3 players, but for some reason once the boss hits 2000 HP the countdown goes away despite me changing the lines in the code from 200 to 20. I'm going to attempt to troubleshoot this (I know nothing about Sourcepawn) but I would love to see a way in the future to set how many players are needed for the countdown timer to start without having to edit the code.

Last edited by danne2; 06-14-2012 at 19:08.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 06-14-2012 , 21:16   Re: [TF2] Freak Fortress 2
#1303

Quote:
Originally Posted by EP_ View Post
I changed materials files when archiving these for distribution. Not sure what you're talking about.
Yeah, in the case of changed material files, this is what is troubling me... what happens to all the folks that have the earlier version (downloaded original material files) and now the server changes to new material files. Do we get the case like with maps if not the same version (same checksum) - does everyone get a file mismatch error?
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-14-2012 , 22:08   Re: [TF2] Freak Fortress 2
#1304

I saw someone had ff2/vsh server with randomizer...anyone try this? stable?
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Mark_Snowflake
Junior Member
Join Date: May 2012
Old 06-14-2012 , 22:20   Re: [TF2] Freak Fortress 2
#1305

Hey, this will be probably my first boss submission, but here it is:

Spyper
Originally created by Minifett



Abilities:
Teleport to a random player (Crouch, look up)
Invisibility Watch (Mouse2)

Rage:
Teleports to a random player, stuns players and sentries around and gives a revolver with 5 shots.

Here's a small demonstration vid:
Click here

The concept for Spyper goes to Minifett. The model was "made" by me.

Download link (also includes Bz2 files)
http://www.mediafire.com/?s5a4b278caayhu4

Please post your opinions on him! He's been successfully tested on our gameserver by players.
This is also my first boss submission to the public So, tell me if I did something wrong, I'll try to do it better next time.

Last edited by Mark_Snowflake; 06-15-2012 at 11:10. Reason: A small bugfix
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Snowflake669
Junior Member
Join Date: May 2012
Old 06-14-2012 , 22:37   Re: [TF2] Freak Fortress 2
#1306

Quote:
Originally Posted by Mark_Snowflake View Post
Hey, this will be probably my first boss submission, but here it is:

Spyper
Originally created by Minifett



Abilities:
Teleport to a random player (Crouch, look up)
Invisibility Watch (Mouse2)

Rage:
Teleports to a random player, stuns players and sentries around and gives a revolver with 5 shots.

Here's a small demonstration vid:
Click here

ATTENTION. There's a bug with the watch at the beginning
which won't allow to attack or cloak unless you switch weapons. Just switch them (to melee) to be able to attack.


The concept for Spyper goes to Minifett. The model was "made" by me.

Download link (also includes Bz2 files)
http://www.mediafire.com/?pee2gd62drg73sp


Please post your opinions on him! He's been successfully tested on our gameserver by players.
This is also my first boss submission to the public So, tell me if I did something wrong, I'll try to do it better next time.
Switch the weapons around and it shouldn't be bugged anymore.

Code:
  "weapon1"
    {
        "name" "tf_weapon_invis"
        "index" "30"
    }
    "weapon2"
    {
        "name"    "tf_weapon_club"
        "index"    "3"
        "attributes" "258 ; 1"
    }
Should fix it.
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Mark_Snowflake
Junior Member
Join Date: May 2012
Old 06-14-2012 , 22:39   Re: [TF2] Freak Fortress 2
#1307

Quote:
Originally Posted by Snowflake669 View Post
Switch the weapons around and it shouldn't be bugged anymore.

Code:
  "weapon1"
    {
        "name" "tf_weapon_invis"
        "index" "30"
    }
    "weapon2"
    {
        "name"    "tf_weapon_club"
        "index"    "3"
        "attributes" "258 ; 1"
    }
Should fix it.
Okay, thanks for the help, I'll update that right away.
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Snowflake669
Junior Member
Join Date: May 2012
Old 06-14-2012 , 22:46   Re: [TF2] Freak Fortress 2
#1308

Quote:
Originally Posted by Mark_Snowflake View Post
Okay, thanks for the help, I'll update that right away.
Found another thing, go into addons and change Freak Fortress 2 to Freak_Fortress_2

Otherwise everybody will have to do this manually.
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Mark_Snowflake
Junior Member
Join Date: May 2012
Old 06-14-2012 , 22:53   Re: [TF2] Freak Fortress 2
#1309

Quote:
Originally Posted by Snowflake669 View Post
Found another thing, go into addons and change Freak Fortress 2 to Freak_Fortress_2

Otherwise everybody will have to do this manually.
My bad again. Sorry for that. Updated now.
Also updated the boss description in the config file.
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 06-14-2012 , 23:34   Re: [TF2] Freak Fortress 2
#1310

ok for spyper_boss, you had some issues in config

for me, the sounds all worked when I used this edited version of your config

Code:
//1 - scout
//2 - sniper
//3 - soldier
//4 - demo
//5 - medic
//6 - heavy
//7 - pyro
//8 - spy
//9 - engineer
"character"
{
 "name" "Spyper"
 "class" "8"
 "model" "models\freak_fortress_2\spyper\spyper.mdl"
 "ragedist" "500.0"
 "ragedamage" "2500"
 "health_formula"  "(((500+n)*n)^1.04)"
 "maxspeed" "300"
 "description_en" "Spyper\n''Gentlemate!''\n \nTeleport: Crouch, look up, wait for the meter to charge to 100% and stand up.\nWeightdown: while in mid-air, look down and crouch.\nRage (Stuns nearby players and sentries + gives a revolver):\nTaunt, when your Rage Meter is full.\nAlt-Fire to use the Invis-Watch.\n \nDON'T FORGET TO SWITCH WEAPONS AT THE BEGINNING!!!"
 
    "weapon1"
    {
        "name" "tf_weapon_invis"
        "index" "30"
    }
    "weapon2"
    {
        "name"    "tf_weapon_club"
        "index"    "3"
        "attributes" "258 ; 1"
    }
 "ability1"
 {
  "name" "charge_teleport"
  "arg0" "2"
  "arg1" "5"
  "arg2" "25"
  "arg3"  ""
  "plugin_name" "default_abilities"
 }
 "ability2"
 {
  "name" "rage_instant_teleport"
  "arg0" "0"
  "plugin_name" "default_abilities"
 }
 "ability3"
 {
  "name" "rage_new_weapon"
  "arg1" "tf_weapon_revolver"
  "arg2" "210"
  "arg3" "1 ; 1.5 ; 137 ; 10.0"
  "arg4" "0"
  "arg5" "5"
  "arg6" "1"
  "plugin_name" "special_noanims"
 }
 "ability4"
 {
  "name" "rage_stun"
  "arg1" "3"
  "plugin_name" "default_abilities"
 }
 "ability5"
 {
  "name" "rage_preventtaunt"
  "plugin_name" "default_abilities"
 }
 "ability6"
 {
  "name" "rage_stunsg"
  "arg1" "3"
  "plugin_name" "default_abilities"
 }
 "sound_begin"
 {
  "1" "vo\Spy_specialcompleted04.wav"
  "2" "freak_fortress_2\spyper\start.wav"
  "3" "freak_fortress_2\spyper\gentlemate.wav"
 }
 "sound_hit"
 {
  "1" "freak_fortress_2\spyper\noworries.wav"
  "2" "freak_fortress_2\spyper\nothingpersonal.wav"
  "3" "freak_fortress_2\spyper\goodday.wav"
  "4" "freak_fortress_2\spyper\apologies.wav"  
 }
 "sound_kspree"
 {
  "1" "freak_fortress_2\spyper\hahamate.wav"
  "2" "freak_fortress_2\spyper\suggestion.wav"
 }
 "sound_stabbed"
 {
  "1" "vo\sniper_domination11.wav"
 }
 "sound_kill_buildable"
 {
  "1" "freak_fortress_2\spyper\backtowork.wav"
 }
 "sound_death"
 {
  "1" "freak_fortress_2\spyper\disappointment.wav"
 }
 "sound_lastman"
 {
  "1" "freak_fortress_2\spyper\suggestion.wav"
  "2" "freak_fortress_2\spyper\start.wav"
 }
 "sound_win"
 {
  "1" "freak_fortress_2\spyper\outcome-embarassin'.wav"
  "2" "freak_fortress_2\spyper\offtodatvan.wav"
 }
 "sound_ability"
 {
  "1" "freak_fortress_2\spyper\yourside.wav"
  "2" "vo\taunts\spy_taunts10.wav"
  "slot7" "1"
 }
 "sound_lastman"
 {
  "1" "freak_fortress_2\spyper\start.wav"
 }
 "mod_download"
 {
  "1" "models\freak_fortress_2\spyper\spyper"
 }
 "download"
 {
  "1" "sound\freak_fortress_2\spyper\backtowork.wav"
  "2" "sound\freak_fortress_2\spyper\goodday.wav"
  "3" "sound\freak_fortress_2\spyper\disappointment.wav"
  "4" "sound\freak_fortress_2\spyper\Gentlemate.wav"
  "5" "sound\freak_fortress_2\spyper\hahamate.wav"
  "6" "sound\freak_fortress_2\spyper\nothingpersonal.wav"
  "7" "sound\freak_fortress_2\spyper\noworries.wav"
  "8" "sound\freak_fortress_2\spyper\offtodatvan.wav"
  "9" "sound\freak_fortress_2\spyper\outcome-embarassin'.wav"
  "10" "sound\freak_fortress_2\spyper\start.wav"
  "11" "sound\freak_fortress_2\spyper\suggestion.wav"
  "12" "sound\freak_fortress_2\spyper\yourside.wav"
  "13" "sound\freak_fortress_2\spyper\apologies.wav"
 }
}

Last edited by BBG_Theory; 06-15-2012 at 00:47.
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