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-   -   FF2 [Boss Subplugin] Air Dash (possible replacement for Super Jump) (https://forums.alliedmods.net/showthread.php?t=294990)

Blinx 03-12-2017 21:30

[Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
2 Attachment(s)
FF2: AIR DASH

http://images.akamai.steamuserconten...AE3EB027B5FD5/

Air dash is a highly customizable, potential replacement for default Super Jump. The premise is simple: when you are off the ground, pressing jump will dash you in the direction you are looking.

Usage:

PHP Code:

"abilityX"
{
         
"name"            "ff2_airdash"
        "arg1"            "3" 
//Max dash charges
        
"arg2"            "2.5" //Dash recharge time
        
"arg3"            "750.0" //Dash velocity
        
"arg4"            "0" //Velocity override. 1 = yes, 0 = relative.
        
"arg5"            "0.0" //Rage cost per dash, leave as 0 to keep ability cooldown based
        
"arg6"            "0.2" //Cooldown between dashes to prevent spam
        
"arg7"            "20" //Time in ticks after player has left the ground before they can dash. setting to 0 will let you dash from the ground, but the player will lose the ability to jump normally.
        
"arg8"            "1" //Which slot to take sounds from when dashing, set to -1 to make dashes silent
        
"arg9"            "0" //Allow player to glide after a dash
        
"arg10"            "-100.0" //Minimum glide speed
        
"arg11"            "15" //Time in ticks since dash until player can glide. I'd not recommend setting to 0 as glides can be easily lost
        
"arg12"            "3.0" //Max glide time
        
"plugin_name"    "ff2_airdash"


The way glide works is as follows: once you have dashed, you can then hold jump to glide, if you glide and then release, that glide is used. Until you have used the glide or touched the ground, you cannot dash again.

Installation: ff2_airdash.sp into scripting folder. Rename ff2_airdash.smx to ff2_airdash.ff2 and put in plugins/freaks folder.

JuegosPablo 03-13-2017 06:13

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
hmmm gonna try this ability

starblaster64 03-13-2017 07:17

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
Any chance of getting a video demonstration?
Seems like it has potential to create some interesting bosses.

JuegosPablo 03-14-2017 04:41

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
Quote:

Originally Posted by starblaster64 (Post 2503304)
Any chance of getting a video demonstration?
Seems like it has potential to create some interesting bosses.

well i want add the plugin on a server and edit a boss to have that ability

MeeMFromHH 03-14-2017 21:37

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
Once pablo gives me the model with textures that I have requested from him, I'll use this for the boss I have in mind.

Fearts 03-14-2017 23:59

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
I was considering making a ability just like this. Thanks for releasing it.

UberMedicFully 12-10-2021 08:11

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
2 Attachment(s)
I love to code and learn things, thats why i turned the Airdash into a % based one, dealing damage adds %, when 100% reached it starts from 0 again and gives the hale one dash, have fun with my edit
I may add more args in the future to make this Ability more beautiful

https://media.discordapp.net/attachm...reenshot_5.png
Code:

        "ability1"
        {
                "name"            "ff2_airdash_dmg"
                "arg1"            "3" //Max dash charges
                "arg2"                          "2" //Charges to start with
                "arg3"            "900.0" //Dash velocity
                "arg4"            "1" //Velocity override. 1 = yes, 0 = relative.
                "arg5"            "0.0" //Rage cost per dash, leave as 0 to keep ability cooldown based
                "arg6"            "3.0" //Cooldown between dashes to prevent spam
                //"arg7"            "2" //Which slot to take sounds from when dashing, set to -1 to make dashes silent
                //uses "sound_dash"
                "arg8"            "0" //Allow player to glide after a dash
                "arg9"            "-100.0" //Minimum glide speed
                "arg10"            "0" //Time in ticks since dash until player can glide. I'd not recommend setting to 0 as glides can be easily lost
                "arg11"            "0.0" //Max glide time
                "arg12"            "25"        //% charge to start with
                "arg13"              "36" //% charge on damage to gain
                "arg14"              "1" //Prevent from gaining % charge when max dashes reached?
                "arg15"              "3" //Key to activate dash.
                // 1 - ATTACK
                // 2 - ATTACK2
                // 3 - RELOAD
                // 4 - ATTACK3
               
                "plugin_name"    "ff2_charged_damage_dash"
        }
        "sound_dash"
        {
        }


Tim q 12-11-2021 18:24

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
Nice

Samuwu 05-22-2022 16:22

Re: [Boss Subplugin] Air Dash (possible replacement for Super Jump)
 
2 Attachment(s)
ayo the
pizza here

Seeing UberMedicFully's edit of ff2_airdash, i wanted to do an edit of the original airdash too
So there could be two versions with a HUD.
(image of how my hud would look, which is almost the same from uber's)
https://cdn.discordapp.com/attachmen...52/unknown.png
This one however, adds 9 args to customize said HUD and another three more (Dark green = new args):

Code:

    "abilityX" // Replace the X with a number
    {
        "name" "ff2_airdash_HUD"
               
        "arg1" "3"    // Max dash charges
        "arg2" "1"    // Starting charges, do not set to 0 or they will not recharge
        "arg3" "5.0"  // Delay before dashes become available at the start of the round

        "arg4" "7.5"  // Time it takes to recharge a dash after one is used
        "arg5" "1200" // Dash velocity
               
        "arg6" "1" // Velocity override
        // 1 = Yes, helps with dashing mid-air
        // 0 = Relative, can screw up dashes mid-air
               
        "arg7" "0.0" // Rage cost per dash, can be 0
        "arg8" "1.0" // Cooldown between dashes to prevent spam
        "arg9" "0" // Time in ticks after player has left the ground before they can dash
        // Can be 0 to dash from the ground, but if arg15 = 5 then the boss will not be able to jump
        "arg10" "1" // Which slot to take sounds from when dashing, set to -1 to make dashes silent
        // Uses "sound_ability" in the sounds section
        // Example:
        // "sound_ability"
        // {
        //    "1" "freak_fortress_2\boss\dash1.mp3"
        //    "slot1" "1"
        //    "2" "freak_fortress_2\boss\dash2.mp3"
        //    "slot2" "1"
        // }
      // Then, the subplugin takes all sounds that are added to the slot and plays them when a dash is used
               
        // NOTE: If you use dynamic_glide, set arg11 to 0
        "arg11"  "0"      // Allow player to glide after a dash?
        // To glide after a dash, hold JUMP mid-air. Cannot dash again until the glide has been used.
        "arg12" "-100.0" // Minimum glide speed
        "arg13" "15"    // Time in ticks since dash until player can glide. I'd not recommend setting to 0 as glides can be easily lost
        "arg14" "0.0"    // Max glide time

        "arg15" "3" // Key to use dash.
        // 1 = Left click
        // 2 = Right click
        // 3 = R (or the reload button) (set by default)
        // 4 = MOUSE3 (the mouse wheel button, or the key you use to activate the medic shield on mvm)
        // 5 = Jump button
        // 6 = Duck (or the crouch button)
               
        // HUD settings:
        // HUD Color
        "arg16" "255" // R Value
        "arg17" "255" // G Value
        "arg18" "255" // B Value
        "arg19" "255" // A Value
               
        // HUD Position
        "arg20" "-1.0" // X POS
        "arg21" "0.82" // Y POS
               
        // HUD and message strings
        "arg22" "Dashes (M2): [%d / %d]" // HUD text - First flag is arg2, second flag is arg1
        // Do not use \n, i somehow broke it when trying to make this part of the edit
        "arg23" "Dashes are now available." // Message displayed on the screen after the arg3 duration has passed
        "arg24" "Dash recharged." // Message displayed on the screen after a dash recharges (arg4)
       
        "plugin_name"    "ffsamu_airdash"
    }

Update 23/5/22: Added 3 new args: A delay until the dashes enable, and another two message args respectively
NOTE: If you compile this plugin, you'll get "loose identification" warnings
Do not worry though, since i tested the plugin a lot with said warnings and it worked fine
Download the .smx and rename to .ff2 if you have troubles compiling it
Anyways, enjoy
Credits to:
Sardonyx for helping me a bit with the code
Sadao and Naydef for the powerup drop exploit fix


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