AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Plugins (https://forums.alliedmods.net/forumdisplay.php?f=108)
-   -   [TF2] RPG Fortress Mod Beta (v1.5 BETA) Updated 2-10-2016 (https://forums.alliedmods.net/showthread.php?t=230178)

nergal 11-21-2013 09:23

[TF2] RPG Fortress Mod Beta (v1.5 BETA) Updated 2-10-2016
 
1 Attachment(s)
This mod is designed for Medieval Mode, but it can used in ANY gamemode, in ANY map.

Gameplay is separated into 3 classes. all players move at different, modifiable units...
http://images3.wikia.nocookie.net/__...t_triangle.png
Soldier = Melee with choice of 9 melee weapons with different attributes.

Medic = Magic with a choice of 3 power spells.

Sniper = Ranged with a choice of 4 projectile weapons: Huntsman, Cleavers, Crossbow, and Loose Cannon.


CHANGELOG-------------------------------------------------------------------------------------------------------------
PHP Code:

2/10/2016 revival update utilizing methodmaps and better code organization to allow for more updates.
12/30/2014 converted plugin to new syntaxmany improvements
8
-3-2014 https://forums.alliedmods.net/showpost.php?p=2178569&postcount=67
1-2-2014 version 1.10 beta Renamed mod to RPG Fortressadded cvars for adjusting class-wise speedchanged Prayer to activate from +attack3changed up the HUD to include the Prayer charge along with Armor
12-16-2013 version 1.9 beta fixed up prayer coding moresome medic changes, class wise changes, and more.
12-12-2013 version 1.8 beta enabled engineer to add/repair armor on teammatesadded cosmetic levels and experiencedid some fixing on prayer codingmerged all menus into one single menu.
12-6-2013 version 1.7c beta added more cvars for customizability for server operators
12
-2-2013 version 1.7 beta added 3 Prayer buffsadded 3 seconds of ubercharge on spawn.
11-26-2013 version 1.6 beta - FINALLY fixes handle bugs and glitches
11
-23-2013 version 1.5.2 beta 2nd attempt bug fixes
11
-23-2013 version 1.5.1 beta attempted bugfixes FAILED
11
-23-2013 version 1.5 beta By Requestadded separate cvar timers  for individual spells for medicfixed -1 entity spam in error logs,  cleavers are back to 100 ammo instead of 200reversed soldier speed  back to originalremoved Katana's +10% damage bonus, decreased Maul's  fire rate from 50to 60slower
11-22-2013 version 1.4 beta few glitch fixeschanged equalizer  attributesoldier now moves 25 units faster than other classesfixed  medic health regenincreased spell regeneration timer, and buffed  cannon explosion radius
11
-22-2013 version 1.3 beta removed 4th spell due to balance issues,  added better messaging system, and increased speedsee  http://forums.alliedmods.net/showpost.php?p=2064185&postcount=11
11-22-2013 version 1.2 beta fixed medic magic bugsnerfed crossbowadded Steam game descriptionadded sv_tags.
11-21-2013 version 1.1 beta added 4th spell to mage medic.
11-21-2013 version 1.0 beta 

CVARS------------------------------------------------------------------------------------------------------------
PHP Code:

"rpg_enabled""1""Enables RPG Fortress mod"

"rpg_fireball_recharge"
"4.0""Every x seconds, 1 fireball spell will be added"
"rpg_hellfire_recharge"
"3.0""Every x seconds, 1 hellfire spell will be added"
"rpg_electric_recharge"
"8.0""Every x seconds, 1 electrical bolt spell will be added"

"rpg_advert_timer"
"90.0""amount of time the plugin advert will pop up"

"rpg_level_max"
"99""Maximum level players can reach"
"rpg_exp_default"
"83""Default max experience for players when they join"
"rpg_exp_onkill"
"50""Experience to gain on kill"
"rpg_exp_damage_mult"
"1.25""Experience multiplier for damage"

"rpg_playerspeed_medic"
"350.0""speed of Medics in Hammer units"
"rpg_playerspeed_sniper"
"350.0""speed of Snipers in Hammer units"
"rpg_playerspeed_soldier"
"400.0""speed of Soldiers in Hammer units" 

NOW WITH A MAP PROMOTION
http://tf2.gamebanana.com/maps/171297

YOU NEED TF2ITEMS and MORECOLORS TO COMPILE THIS PLUGIN

S O U R C E / R E P O S I T O R Y

danne2 11-21-2013 12:52

Re: Runescape Fortress Mod Beta
 
My god...

nergal 11-21-2013 12:55

Re: Runescape Fortress Mod Beta
 
Quote:

Originally Posted by danne2 (Post 2063649)
My god...

my god good or my god bad? lol

lionheart1066 11-21-2013 13:00

Re: Runescape Fortress Mod Beta
 
So basically this is just an enhanced medieval mode?

I was expecting something similar to the MMO.

nergal 11-21-2013 13:04

Re: Runescape Fortress Mod Beta
 
Quote:

Originally Posted by lionheart1066 (Post 2063657)
So basically this is just an enhanced medieval mode?

I was expecting something similar to the MMO.


well the combat is basically similar to the MMO, there's support for levels in the plugin as well, but the problem with levels was to either make levels cosmetic or levels affect combat

when the levels affected combat, if you started at level 1, you couldn't really kill anything that wasn't your level. If you were level 99, you could 1 shot anything....

so I had to scrap the combat level skills, but they are still in the plugin source.

all weapons do have fundamentally different uses.

lionheart1066 11-21-2013 13:06

Re: Runescape Fortress Mod Beta
 
I'd setup a server dedicated to running this if it was an actual mmo.

nergal 11-21-2013 13:07

Re: Runescape Fortress Mod Beta
 
Quote:

Originally Posted by lionheart1066 (Post 2063661)
I'd setup a server dedicated to running this if it was an actual mmo.

again, in the plugin source there is support for combat levels but again they will make gameplay kind of unfun.

have you tried it out? maybe I should make a video demonstration of it.

ktm 11-21-2013 16:49

Re: Runescape Fortress Mod Beta
 
Quote:

Originally Posted by nergal (Post 2063663)
Have you tried it out? maybe I should make a video demonstration of it.

You should. It'd be neat to see how all this mod works.

Also, nice job, this is really impressive. If you do end up re-adding the level system, you could always make whether or not it was cosmetic or game affecting a cvar setting. Or you could make them only have effect that round. So, say a player get's to the max level of 18 (randomly picked number) he'd have the full number of buffs on that round. Then, on the next map start he starts back at 0 and he has to re-earn the levels.

just food for thought though. Once again, great job.

nergal 11-21-2013 20:07

Re: Runescape Fortress Mod Beta
 
Quote:

Originally Posted by ktm (Post 2063723)
You should. It'd be neat to see how all this mod works.

Also, nice job, this is really impressive. If you do end up re-adding the level system, you could always make whether or not it was cosmetic or game affecting a cvar setting. Or you could make them only have effect that round. So, say a player get's to the max level of 18 (randomly picked number) he'd have the full number of buffs on that round. Then, on the next map start he starts back at 0 and he has to re-earn the levels.

just food for thought though. Once again, great job.

thx :) I'm planning on updating this.

nergal 11-22-2013 14:55

Re: Runescape Fortress Mod Beta (v 1.2 BETA)
 
Changelog - | | November 22, 2013

-fixed bug with medic spamming spells then depleting spells.
-nerfed crossbow from 200% damage bonus to 100% damage bonus
-added Steam game description
-added sv_tags addition
-updated Soldier's melee list to read stats on the weapons
-various fixes.


All times are GMT -4. The time now is 07:34.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.