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-   -   [TF2] The Amplifier (https://forums.alliedmods.net/showthread.php?t=126846)

naris 05-23-2010 17:11

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by Eggman (Post 1188515)
I can't understand what is remore plugin

The remote plugin is the remote control plugin that allows an engineer's objects to be "remote controlled" and driven arounf the map. It also provides natives to build objects and to place limits on how many can be built (for when more than 1 can be built, either by modifying objects.txt or using the build natives).

Quote:

Originally Posted by Eggman (Post 1188515)
why engineer can't regenerate AMP's metal

The amplifier's can't generate their own metal and neiter can engineers increase their metal because the plugin keeps them disables so they don't heal anyone (which also disables metal generation).

Quote:

Originally Posted by Eggman (Post 1188515)
why default amplifier_condition is 16, not 11 (Idea is AMP is CRIT dispenser, not MINI-crit)

The default can certainly be changed, I only made the default buff instead of crit because of the many comments about how crit is OverPowered.

Quote:

Originally Posted by Eggman (Post 1188515)
AmplifierOn for 2048 players o_0

AmplifierOn for 2048 entities, not players. It tracks amplifier data per amplifier (enitity), not per player since it allows each player to have more than 1 and each amplifier can be different (when you use the native interface to make them).

Quote:

Originally Posted by Eggman (Post 1188515)
And amp's waves is faint

The Amplifiers wave are varied depending on how much metal the amplifier has, they start out faint and get brighter as the amplifier gains metal.

Quote:

Originally Posted by Eggman (Post 1188515)
And I haven't linux server, you think it working on that without bugs?

Actually, all of our servers run linux, so it definitely works on linux servers.

Quote:

Originally Posted by Eggman (Post 1188515)
#tryinclude "ztf2grab"
What is this?

Oh yeah, ztf2grab plugin provides a "gravity gun" that can pick up engineers objects, carry them around and throw them.

The #tryinclude attempts to include the "header" file for that plugin and, if it's there, hooks the OnPickupObject() forward so that Krit, Uber and Buff amplifiers can't be picked up using that plugin.

If the "header" file for ztfgrab.inc isn't found, then it doesn't fail and compiles the code without that functionality, making it optional.

naris 05-23-2010 17:13

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by Sreaper (Post 1189075)

Actually, that's the topic for my remove control/build plugin.

This is the topic for the grabber/gravity gun plugin:
http://forums.alliedmods.net/showthread.php?p=644098

and this is the link to the ztf2grab version I made for TF2
http://forums.alliedmods.net/showpos...0&postcount=19

Eggman 05-25-2010 06:55

Re: [TF2] The Amplifier
 
Any think, must I send AMP to contribute and polycount?

noodleboy347 05-25-2010 09:49

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by Eggman (Post 1190549)
Any think, must I send AMP to contribute and polycount?

I don't really think it fits too much with the TF2 style, it does look good but the textures are kinda meh.

PMAvers 05-25-2010 13:55

Re: [TF2] The Amplifier
 
Very cool update, by the way. Seems to be working fine.

Since there seems to be cvars for just about everything else, any chance for one that changes the Amplifier's build time?

Also, any chance for a full list of effects that it can dispenses?

naris 05-25-2010 14:44

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by PMAvers (Post 1190865)
Since there seems to be cvars for just about everything else, any chance for one that changes the Amplifier's build time?

Amplifiers don't actually get built. A dispenser gets built and then, after it has finished building, it gets converted to a dispenser. However, I suppose you could modify the DispCheckStage1() and/or DispCheckStage2() to "change the build time". If you want it to be longer, change the 4.0 second delay where it creates the time for DispCheckStage1. I don't think making the build time shorter than the time to build the underlying dispenser would work very well, but you could try.

Thee are also TF2 convars that can be used to change the build time globally.

Quote:

Originally Posted by PMAvers (Post 1190865)
Also, any chance for a full list of effects that it can dispenses?

Any of the TF2 conditions:
PHP Code:

enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Zoomed// 1
    
TFCond_Disguising// 2
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_TeleportedGlow// 6
    
TFCond_Taunting// 7
    
TFCond_UberchargeFading// 8
    
TFCond_Unknown1// 9
    
TFCond_Teleporting// 10
    
TFCond_Kritzkrieged// 11
    
TFCond_Unknown2// 12
    
TFCond_DeadRingered// 13
    
TFCond_Bonked// 14
    
TFCond_Dazed// 15
    
TFCond_Buffed// 16
    
TFCond_Charging// 17
    
TFCond_DemoBuff// 18
    
TFCond_Healing// 19
    
TFCond_OnFire//20
    
TFCond_Overhealed// 21
    
TFCond_Jarated // 22
}; 

However, a lot of those are either not very useful or don't really do anything when the condition is added directly to the player.

The most useful ones are:
PHP Code:

enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_Taunting// 7
    
TFCond_Kritzkrieged// 11
    
TFCond_Bonked// 14
    
TFCond_Buffed// 16
    
TFCond_OnFire//20
    
TFCond_Jarated // 22
}; 

Also, there is additional code so that OnFire uses TF2_IgnitePlayer() and both Disguised and Cloaked turn the condition off, instead of on.

Taunt sends a taunt command to the client (which is actually probably too OP to be useful)

These conditions are sent to enemies instead of allies:
PHP Code:

 TFCond_SlowedTFCond_ZoomedTFCond_TeleportedGlow,
 
TFCond_TauntingTFCond_BonkedTFCond_DazedTFCond_OnFire,
 
TFCond_JaratedTFCond_DisguisedTFCond_Cloaked


naris 05-25-2010 14:46

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by Eggman (Post 1190549)
Any think, must I send AMP to contribute and polycount?

I would say yes, definitely submit it to polycount/valve :avast:

wasder 05-30-2010 10:39

Re: [TF2] The Amplifier
 
Can it now be approved?

Sam-1-14 06-06-2010 00:40

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by naris (Post 1190905)
Amplifiers don't actually get built. A dispenser gets built and then, after it has finished building, it gets converted to a dispenser. However, I suppose you could modify the DispCheckStage1() and/or DispCheckStage2() to "change the build time". If you want it to be longer, change the 4.0 second delay where it creates the time for DispCheckStage1. I don't think making the build time shorter than the time to build the underlying dispenser would work very well, but you could try.

Thee are also TF2 convars that can be used to change the build time globally.



Any of the TF2 conditions:
PHP Code:

enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Zoomed// 1
    
TFCond_Disguising// 2
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_TeleportedGlow// 6
    
TFCond_Taunting// 7
    
TFCond_UberchargeFading// 8
    
TFCond_Unknown1// 9
    
TFCond_Teleporting// 10
    
TFCond_Kritzkrieged// 11
    
TFCond_Unknown2// 12
    
TFCond_DeadRingered// 13
    
TFCond_Bonked// 14
    
TFCond_Dazed// 15
    
TFCond_Buffed// 16
    
TFCond_Charging// 17
    
TFCond_DemoBuff// 18
    
TFCond_Healing// 19
    
TFCond_OnFire//20
    
TFCond_Overhealed// 21
    
TFCond_Jarated // 22
}; 

However, a lot of those are either not very useful or don't really do anything when the condition is added directly to the player.

The most useful ones are:
PHP Code:

enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_Taunting// 7
    
TFCond_Kritzkrieged// 11
    
TFCond_Bonked// 14
    
TFCond_Buffed// 16
    
TFCond_OnFire//20
    
TFCond_Jarated // 22
}; 

Also, there is additional code so that OnFire uses TF2_IgnitePlayer() and both Disguised and Cloaked turn the condition off, instead of on.

Taunt sends a taunt command to the client (which is actually probably too OP to be useful)

These conditions are sent to enemies instead of allies:
PHP Code:

 TFCond_SlowedTFCond_ZoomedTFCond_TeleportedGlow,
 
TFCond_TauntingTFCond_BonkedTFCond_DazedTFCond_OnFire,
 
TFCond_JaratedTFCond_DisguisedTFCond_Cloaked


Valve made some changes to those
jarate is now 23
onfire 21
overheal 22
healing 20
crit-a-cola 19
EDIT: and to those of you who want to 'balance' out the amp, use "amplifier_condition 19"

snowyiet 06-07-2010 17:39

Re: [TF2] The Amplifier
 
Quote:

Originally Posted by Sam-1-14 (Post 1200999)
Valve made some changes to those
jarate is now 23
onfire 21
overheal 22
healing 20
crit-a-cola 19
EDIT: and to those of you who want to 'balance' out the amp, use "amplifier_condition 19"

Making the Amplifier give the crit-a-cola effect would allow players to grief by building it in areas where players are defending, such as right around the intel or battlements, capture points. It's like throwing jarate on your teammates.


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