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-   -   VSH I need orientation on boss coding when it comes to arguements. (https://forums.alliedmods.net/showthread.php?t=327049)

JohnnyAlexander 08-30-2020 02:37

I need orientation on boss coding when it comes to arguements.
 
Greetings community. I'm new in this place in hope for some valuable help.

Along with a friend, we've set up a FF2 server, and we've started on coding bosses and such.

I've gone through the GitHub section of FF2, and I've got most of it so far.

My main problem is that, the arg sections are one thing I do not understand correctly.

I've looked through some cfgs before coming here, but most of them does not explain what they do.

What do args do in the cfg and what does the number represent for it?

I've borrowed this from Seeldier, cause I want minion soldiers to spawn with a shotgun and a custom model:

Code:


        "ability5"
        {
                "name"                        "rage_cloneattack"
                "arg1"                        "1"
                "arg2"                        "1"
                "arg3"                      "modelpathgoes here"
                "arg4"                        "3"
                "arg5"                        "0.0"
                "arg6"                        "tf_weapon_shotgun"
                "arg7"                        "199"
                "arg8"                        "1 ; -1"
                        //68: -1x cap rate
                "arg9"                        "0"
                "arg10"                        "0"
                "arg11"                        "150"
                "arg12"                        "0"
                "plugin_name"        "ff2_1st_set_abilities"
        }

But like I said, I do not understand the args and what the numbers mean.

doroemon 08-30-2020 05:12

Re: I need orientation on boss coding when it comes to arguements.
 
you can check how rage_cloneattack work for here or here

JohnnyAlexander 08-30-2020 14:50

Re: I need orientation on boss coding when it comes to arguements.
 
Quote:

Originally Posted by doroemon (Post 2715960)
you can check how rage_cloneattack work for here or here

Thank you so much. This will do for the time being, I have yet to see more on the rest of the ff2 ability plugins made by the community.

JuegosPablo 08-30-2020 19:34

Re: I need orientation on boss coding when it comes to arguements.
 
you can look how these args works if check the sp

JuegosPablo 08-30-2020 19:41

Re: I need orientation on boss coding when it comes to arguements.
 
Code:


        "ability5"
        {
                "name"                        "rage_cloneattack"
                "arg1"                        "1" //  custom model
                "arg2"                        "1" //        weapon mod
                "arg3"                      "modelpathgoes here" //model path
                "arg4"                        "3" // class
                "arg5"                        "0.0" //radio works like if put 0.5 summon a amount
                "arg6"                        "tf_weapon_shotgun" //classname of weapon
                "arg7"                        "199" //index
                "arg8"                        "68 ; -1" //attributes
                        //68: -1x cap rate
                "arg9"                        "0" //ammo
                "arg10"                        "0" //clip ammo works for guillotines
                "arg11"                        "150" //hp or health
                "arg12"                        "0" // i dont remember
                "plugin_name"        "ff2_1st_set_abilities"
        }

if dont works uses the summon of shadow93 in my opinion

Code:


    {
        "name" "rage_summon"
        "arg0"        "0"            // Ability Slot
        "arg1"        "1"            // Sound
        "arg2"        "1"            // Summon per rage (specify amount for fixed amount, 0 to summon 1 per alive player, -1 to summon by ratio)
        "arg4"        "1"            // Notification Alert (boss-only)
        "arg5"        "0"            // Model Mode (0 = Human or Custom model, 1 = Robot Model (automatically applies robot voice lines))
        "arg6"        "models/player/soldier.mdl"    // Leave blank for human model, or specify model path for custom model (not used if arg5 is set to 1)
        "arg7"        "3"            // Player class, leave blank to not change minion class
        "arg9"        "1"            // Remove wearables? (for custom models / tf2 robot models)
        "arg10"      "1"            // Weapon mode (0 to allow minions to spawn with regular loadouts, 1 for specific weapon, 2 for no weapons)
        "arg11"      "tf_weapon_shotgun"    // Weapon Classname (if arg10 = 1)
        "arg12"      "199"            // Weapon index (if arg10 = 1)
        "arg13"        "68 ; 2"        // Attributes (if arg10 = 1)
        "arg15"        "200"            // Health formula
        "arg16"        "1"            // Teleport to summoner's location?
        "arg17"        "200"            // Ammo
        "arg18"        "200"            // Clip
        "arg19"        "0"            // Voice Line mode (-1: Block voice lines, 0: Normal voice lines, 1: Robot Voice lines, 2: Giant Voice Lines, 3: boss's catchphrase, 4: use 'sound_minion_catchphrase')
                "arg20"        "0"            // Pickups (0 = None, 1 = Health, 2 = Ammo, 3 = Both)
        "arg22"        "You summoned your minions"    // Summoner's text
        "arg23"        "You are a minion now!"        // Summoned's text
        "arg27"        "0"            // 0 - slay minions when their summoner dies, 1 - don't slay minions when their summoner dies and instead give minions a fighting chance to win
        "arg28"            "2.0"          // Scale
        "arg33"            "1"              // Visible weapons?
        "arg34"            "1"              // Disable health being overheal?
        "plugin_name"    "shadow93_abilities"
    }

if want ask more can add me on steam i gonna answer without problems

JohnnyAlexander 08-30-2020 19:51

Re: I need orientation on boss coding when it comes to arguements.
 
Quote:

Originally Posted by JuegosPablo (Post 2716061)
Code:


        "ability5"
        {
                "name"                        "rage_cloneattack"
                "arg1"                        "1" //  custom model
                "arg2"                        "1" //        weapon mod
                "arg3"                      "modelpathgoes here" //model path
                "arg4"                        "3" // class
                "arg5"                        "0.0" //radio works like if put 0.5 summon a amount
                "arg6"                        "tf_weapon_shotgun" //classname of weapon
                "arg7"                        "199" //index
                "arg8"                        "68 ; -1" //attributes
                        //68: -1x cap rate
                "arg9"                        "0" //ammo
                "arg10"                        "0" //clip ammo works for guillotines
                "arg11"                        "150" //hp or health
                "arg12"                        "0" // i dont remember
                "plugin_name"        "ff2_1st_set_abilities"
        }

if dont works uses the summon of shadow93 in my opinion

Code:


    {
        "name" "rage_summon"
        "arg0"        "0"            // Ability Slot
        "arg1"        "1"            // Sound
        "arg2"        "1"            // Summon per rage (specify amount for fixed amount, 0 to summon 1 per alive player, -1 to summon by ratio)
        "arg4"        "1"            // Notification Alert (boss-only)
        "arg5"        "0"            // Model Mode (0 = Human or Custom model, 1 = Robot Model (automatically applies robot voice lines))
        "arg6"        "models/player/soldier.mdl"    // Leave blank for human model, or specify model path for custom model (not used if arg5 is set to 1)
        "arg7"        "3"            // Player class, leave blank to not change minion class
        "arg9"        "1"            // Remove wearables? (for custom models / tf2 robot models)
        "arg10"      "1"            // Weapon mode (0 to allow minions to spawn with regular loadouts, 1 for specific weapon, 2 for no weapons)
        "arg11"      "tf_weapon_shotgun"    // Weapon Classname (if arg10 = 1)
        "arg12"      "199"            // Weapon index (if arg10 = 1)
        "arg13"        "68 ; 2"        // Attributes (if arg10 = 1)
        "arg15"        "200"            // Health formula
        "arg16"        "1"            // Teleport to summoner's location?
        "arg17"        "200"            // Ammo
        "arg18"        "200"            // Clip
        "arg19"        "0"            // Voice Line mode (-1: Block voice lines, 0: Normal voice lines, 1: Robot Voice lines, 2: Giant Voice Lines, 3: boss's catchphrase, 4: use 'sound_minion_catchphrase')
                "arg20"        "0"            // Pickups (0 = None, 1 = Health, 2 = Ammo, 3 = Both)
        "arg22"        "You summoned your minions"    // Summoner's text
        "arg23"        "You are a minion now!"        // Summoned's text
        "arg27"        "0"            // 0 - slay minions when their summoner dies, 1 - don't slay minions when their summoner dies and instead give minions a fighting chance to win
        "arg28"            "2.0"          // Scale
        "arg33"            "1"              // Visible weapons?
        "arg34"            "1"              // Disable health being overheal?
        "plugin_name"    "shadow93_abilities"
    }

if want ask more can add me on steam i gonna answer without problems

thank you, will certainly do in the future.


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