[TF2] Casting Spells
Okay so i have figured out how to make-shift cast spells:
Find the spell book and set the spell index and charges: Code:
0 Fireball 1 Missile thingy (bats) 2 Ubercharge 3 Bomb 4 Super Jump 5 Invisible 6 Teleport 7 Electric Bolt 8 Small body, big head, speed 9 TEAM MONOCULUS 10 Meteor Shower 11 Skeleton Army (Spawns 3) I used tf2 items to give my self a spell book, it is needed to cast spells. Code:
SpawnWeapon(client, "tf_weapon_spellbook", 1069, 0, 0, "");
Spoiler
I will probably make a plugin to change/cast spells on players. Still trying to figure out how to show the "current spell" on hud. lol. |
Re: [TF2] Casting Spells
how did you find the m_iSelectedSpellIndex and m_iSpellCharges?
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Re: [TF2] Casting Spells
DataMaps or Netprops probatly
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Re: [TF2] Casting Spells
Question will be if the spells continue to stay alive after Halloween is over.
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Re: [TF2] Casting Spells
Seems valve twerked the action slot taunt, so, this stuff is a bit messed up.
It's probably just easier to spawn the entity by name that the spellbook uses, its probably a tf_projectile or something... And then shoot it somewhere. That would be more useful that requiring all these other entities, a spellbook. Hud element... And requiring user input. |
Re: [TF2] Casting Spells
Quote:
I have a plugin up now. https://forums.alliedmods.net/showthread.php?t=228982 |
Re: [TF2] Casting Spells
I know this is a bit of a necro but I've tried using that stock and although I can give players a spellbook it won't let them cast spells with it. I posted about it in the thread below, can someone (preferably the op who got it to work) tell me what I did wrong?
http://forums.alliedmods.net/showthread.php?t=231592 |
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