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-   -   FF2 [Subplugin Hotfix] special_noanims (https://forums.alliedmods.net/showthread.php?t=249287)

93SHADoW 10-03-2014 16:50

[Subplugin Hotfix] special_noanims
 
6 Attachment(s)
Wliu-edit: This has been fixed and will be released in the next FF2 version, 1.10.3 (thanks friagram for supplying a cleaner way of doing it)

OP-Edit: if anyone is having issues with the one that was released with 1.10.3, i'll leave this up.

OP-Edit 2: For FF2 Versions 1.10.2 and older.

So after testing friagram's snippets of code from another thread, here's a fixed special_noanims that finally supports clipless weapons (all credit goes to him). Figured might as well post it as a separate thread so that it would be easier to locate until it's included with the next ff2 update or something.

Code:

        "ability4"
        {
                "name" "rage_new_weapon"
                "arg0"        "0" // Ability slot
                "arg1"        "tf_weapon_flaregun" // Weapon's classname
                "arg2"        "351" // Weapon's item definition index
                "arg3"        "2 ; 1.4 ; 99 ; 2.5 ; 209 ; 1 ; 97 ; 0.7 ; 6 ; 0.6 ; 25 ; 0.0" // Weapon's attributes
                "arg4"        "1" // Weapon's slot (0 = primary, 1 = secondary, 2 = melee, 3 = Build PDA/Disguise, 4 =Destruction PDA/Watch 5 = Builder
                "arg5"        "6" // Weapon's ammo (use this for clipless weapons)
                "arg6"        "1" // Force switch to this weapon
                //"arg7"        " " // Weapon's clip size (commented out because this is a clipless weapon)
                "plugin_name"        "special_noanims"
        }

http://i.imgur.com/saRRjVel.jpg

Example above gives a detonator with 6 flares for ammo, just to showcase it working properly with clipless weapons.

Weapons with clip sizes will continue to work properly, so just overwrite the old special_noanims files.


special_noanims.smx = rename to special_noanims.ff2, place in plugins>freaks folder
special_noanims.sp = place in scripting>freaks folder

Wliu 10-03-2014 17:27

Re: [Subplugin Hotfix] special_noanims
 
I've managed to fix special_noanims, but friagram's solution is simpler, so I'll update it to that.

Also, by fixing it, I've accidentally unlocked Easter Bunny's full potential ;_;
GRENADES EVERYWHERE

93SHADoW 10-03-2014 17:34

Re: [Subplugin Hotfix] special_noanims
 
Quote:

Originally Posted by Wliu (Post 2206675)
I've accidentally unlocked Easter Bunny's full potential ;_;
GRENADES EVERYWHERE

This i gotta see :mrgreen::mrgreen::mrgreen::mrgreen:

Wliu 10-04-2014 11:39

Re: [Subplugin Hotfix] special_noanims
 

BBG_Theory 10-04-2014 16:53

Re: [Subplugin Hotfix] special_noanims
 
elaborate??? I have not seen the easterbunny since I started using the above sub ability, are you saying just by using what was posted above will fully unlock easterbunny's abilities?

Wliu 10-04-2014 18:28

Re: [Subplugin Hotfix] special_noanims
 
Quote:

Originally Posted by BBG_Theory (Post 2207123)
elaborate??? I have not seen the easterbunny since I started using the above sub ability, are you saying just by using what was posted above will fully unlock easterbunny's abilities?

His config calls for 50 grenades in the clip. Since adding clip was broken until now, it would instead give you 16 grenades in the ammo section. Now, the attributes also state that the grenade launcher will auto-fire when full, and since the grenades are in the clip...

MaloModo 02-09-2015 22:13

Re: [Subplugin Hotfix] special_noanims
 
Really don't want to perhaps be beating a dead horse but...

The instructions here and at:
https://github.com/50DKP/FF2-Officia...4d471d735ff5da

are not the same and the results b/w the 2 sub plugins still seems to be different. I dropped this one from here over 1.10.3 and it messed with all freaks with "guns". Example being say:
Code:

"ability1"
    {
        "name" "rage_new_weapon"
        "arg1"    "tf_weapon_rocketlauncher"
        "arg2"    "513"
        "arg3"    "99 ; 2 ; 215 ; 800 ; 216 ; 800 ; 104 ; 0.5 ; 25 ; 0 ; 37 ; 0 ; 137 ; 4 ; 96 ; 0.75"
        // 99- blast radius increased
        // 215 - apply z velocity on damage)
        // 216 - apply look velocity on damage
        // 104 - Projectile speed decreased
        // 25 - 0 is max ammo size
        // 137 - +300% damage vs. buildings
        // 96 - 25% faster reload
        "arg4"    "1"
        "arg5"    "2"
        "arg6"    "0"
        "plugin_name"    "special_noanims"
    }

Which gave 2 rockets but with this subplugin and that config...he didn't get any. Another example was Phil who got 2 stickies on rage but with this subplugin unlimited ammo:

Code:

"ability6"
    {
        "name" "rage_new_weapon"
        "arg1"    "tf_weapon_pipebomblauncher"
        "arg2"    "20"
        "arg3"    "99 ; 2 ; 215 ; 300 ; 216 ; 300 ; 25 ; 0"
        "arg4"    "1"
        "arg5"    "2"
        "arg6"    "0"
        "plugin_name"    "special_noanims"
    }

So...I will do a little more testing.....maybe I need to get some sleep...

What would be config for a weapon that is NOT clipless with this subplugin...because as I mentioned it certainly screwed with the "old" arguments/settings for rage_new_weapon.

I went back to 1.10.3 "plugins" from github and everything "good" again.

93SHADoW 02-09-2015 23:41

Re: [Subplugin Hotfix] special_noanims
 
This was meant for older versions of FF2. At the time this was out, it was before WliU finally fixed it for 1.10.3

Fate9707 08-07-2023 12:15

Re: [Subplugin Hotfix] special_noanims
 
L 08/07/2023 - 07:51:04: [freaks/special_noanims.smx] [FF2] Cannot give ammo to weapon tf_weapon_pda_spy (boss )-check your config!


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