Re: Companion Boss doesn't appear
Daft Punk Gold (base)
Daftpunkgold.cfg
PHP Code:
// for "class" key //1 Scout //2 Sniper //3 Soldier //4 DemoMan //5 Medic //6 Heavy //7 Pyro //8 Spy //9 Engineer
"character" { //Required keys "name" "Daft Punk Gold" //Displayed name of a boss "class" "8" //9 is engineer. "model" "models\freak_fortress_2\daftpunk2\daftpunkgld.mdl" //Model of this boss "ragedist" "400.0" //Default distance for rage abilities "description_en" "Daft Punk Gold:\nTeleportation: alt-fire, look up and stand up.\nWeigh-down: in midair, look down and crouch\nRage (Dance + Teleport skills): taunt when the Rage Meter is full.\nYour companion is Daft Punk Silver!" //Description of this Boss //Optional keys (with default values) "health_formula" "(((760+n)*n)^1.04)/2.5" //Formula of Max (Start) Health of boss. Be careful when you use "lives" over 1! "lives" "1" //Boss will be "respawned" (actually, he doesn't die) until he has lives. Max HPs is a SUMMARY of _ALL_ lives. "maxspeed" "340" //Max Speed of Boss. Can not be over 520 "sound_block_vo" "1" //"1" blocks class's normal lines (Engineer's lines for Vagineer, for example) "companion" "Daftpunksilver" //_Name_ of a companion's boss. Also he can have his own companion, then there will be THREE bosses. "blocked" "0" //This boss can not be randomly called. Use it for companion bosses, like Seeldier for Seeman. "weapon1" //Plz try to put MAIN weapon as 1st { //required "name" "tf_weapon_knife" //Classname of boss' weapon "index" "225" //Index of boss' weapon. You can take both in "team fortress 2 content.gcf\tf\scripts\items\items_game.txt" //Weapon with index<=3 or 734 is VISIBLE. Over 30 is not. //optional "attributes" "156 ; 1 ; 2025 ; 1 ; 138 ; 0.5" //Additional attributes of boss' melee weapon like "attribute1 ; value1 ; attribute2 ; value2" . For example, "40 ; 1" is hidden "no crit" attribute. } "ability1" //You may use 16 abilities { "name" "rage_thriller_taunt" "arg1" "0" // # of dances "arg2" "0" // Affect ubered players? (1=yes, 0=no) "arg3" "600" // Range (if 0, will use ragedist value instead) "plugin_name" "shadow93_abilities" } "ability2" { "name" "dynamic_weighdown" // slot is ignored "arg1" "0" // 1 = disabled by default (can only be re-enabled in code) "arg2" "0" // number of uses. set to 0 to be infinite. "arg3" "1.0" // the hale's normal gravity. this will practically always be 1.0 // strings "arg19" "You have used weighdown!" "plugin_name" "ff2_dynamic_defaults" } "ability3" { "name" "dynamic_teleport" // slot is not used "arg1" "2.0" // charge time (fast) "arg2" "28.0" // teleport cooldown. it's meant to be painful. "arg6" "15.0" // initial delay before use "arg7" "100.0" // min damage before emergency teleport becomes available "arg8" "1" // 1 = try teleporting above the target first, 0 = don't "arg9" "1" // 1 = try teleporting to the side of the target first, 0 = don't (note that in rare cases the hale may end up falling when they teleport. this will only happen if the player is by a steep non-90 degree slope) "arg10" "2.0" // duration of stun. can be zero. "arg11" "0" // 1 = use RELOAD instead of ALT-FIRE "arg12" "0" // 1 = teleport to same team as yourself "arg13" "0" // 1 = teleport an enemy (or friend is arg12 is 1) to you "arg17" "EMERGENCY TELEPORT! Look up, press and release ALT-FIRE." // emergency teleport message message "arg18" "Teleport is not ready. %.1f seconds remaining." // cooldown message "arg19" "Teleport is ready. %.0f percent charged." // charge message "plugin_name" "ff2_dynamic_defaults" } "ability4" { "name" "teleport_config" "arg1" "2" // ActivationKey (1 = LeftClick. 2 = RightClick. 3 = ReloadButton. 4 = Special, 5 = Use) "arg2" "3" // No. of Skills (No. of skill to be given per rage) "arg3" "9999.0" // Teleport Distance (No. of max distance that the hale can teleport to.) "arg4" "1" // Should skills stack? 1 - yes, 0 - no "plugin_name" "ff2_otokiru_wc3" } "ability5" { "name" "teleport_activator" "arg0" "3" // Do not Change! (Activate when button is pressed.) "buttonmode" "2" // Do not Change! (Custom button is being used.) "plugin_name" "ff2_otokiru_wc3" } "ability6" { "name" "rage_stunsg" "arg1" "6.0" "plugin_name" "default_abilities" } //Optional keys //All sound_* keys precache their lines. "sound_begin" //"Let's get dangerous!" Line in mini-setup. { "1" "freak_fortress_2\daftpunk\daftpunk_intro.mp3" } "sound_ability" //When boss uses ability { "1" "freak_fortress_2\daftpunk\daftpunk_rage.mp3" //This is number of line "slot1" "0" //This is number of ability slot for this line (for example, 0 is rage and it's defalut value) } "sound_bgm" //Background Music { "path1" "freak_fortress_2\daftpunk\08_get_lucky.mp3" //path to 1st track "time1" "247" //length of 1st track "name1" "{orange}Get Lucky (feat Pharrell Williams & Nile Rodgers){default}" "artist1" "{blue}Daft Punk{default}" "path2" "freak_fortress_2\daftpunk\one_more_time.mp3" //path to 1st track "time2" "321" //length of 1st track "name2" "{orange}One More Time{default}" "artist2" "{blue}Daft Punk{default}" } "sound_precache" //Just precache sounds { "1" "freak_fortress_2\daftpunk\daftpunk_intro.mp3" "2" "freak_fortress_2\daftpunk\08_get_lucky.mp3" "3" "freak_fortress_2\daftpunk\one_more_time.mp3" "4" "freak_fortress_2\daftpunk\daftpunk_rage.mp3" } //Optional keys again, for downloadlist "mod_download" //Downloads: ".mdl", ".dx80.vtx", ".dx90.vtx", ".sw.vtx", ".vvd" { "1" "models\freak_fortress_2\daftpunk2\daftpunkgld" } "mat_download" //Downloads: ".vtf", ".vmt" { "1" "materials\freak_fortress_2\daftpunk2\daftsuit" "2" "materials\freak_fortress_2\daftpunk2\dphelm" "3" "materials\freak_fortress_2\daftpunk2\gold" "4" "materials\freak_fortress_2\daftpunk2\head" "5" "materials\freak_fortress_2\daftpunk2\helmgold" } "download" //Downloads these files { "1" "sound\freak_fortress_2\daftpunk\daftpunk_intro.mp3" "2" "sound\freak_fortress_2\daftpunk\08_get_lucky.mp3" "3" "sound\freak_fortress_2\daftpunk\one_more_time.mp3" "4" "sound\freak_fortress_2\daftpunk\daftpunk_rage.mp3" "5" "models\freak_fortress_2\daftpunk2\daftpunkgld.phy" } }
Daft Punk Silver (companion)
Daftpunksilver.cfg
PHP Code:
// for "class" key //1 Scout //2 Sniper //3 Soldier //4 DemoMan //5 Medic //6 Heavy //7 Pyro //8 Spy //9 Engineer
"character" { //Required keys "name" "Daft Punk Silver" //Displayed name of a boss "class" "8" //9 is engineer. "model" "models\freak_fortress_2\daftpunk2\daftpunkslvr.mdl" //Model of this boss "ragedist" "500.0" //Default distance for rage abilities "description_en" "Daft Punk Silver:\nTeleportation: alt-fire, look up and stand up.\nWeigh-down: in midair, look down and crouch\nRage (Dance + Teleport skills): taunt when the Rage Meter is full.\nYour companion is Daft Punk Gold!" //Description of this Boss //Optional keys (with default values) "health_formula" "(((760+n)*n)^1.04)/2.5" //Formula of Max (Start) Health of boss. Be careful when you use "lives" over 1! "lives" "1" //Boss will be "respawned" (actually, he doesn't die) until he has lives. Max HPs is a SUMMARY of _ALL_ lives. "maxspeed" "340" //Max Speed of Boss. Can not be over 520 "sound_block_vo" "1" //"1" blocks class's normal lines (Engineer's lines for Vagineer, for example) "blocked" "1" //This boss can not be randomly called. Use it for companion bosses, like Seeldier for Seeman. "weapon1" //Plz try to put MAIN weapon as 1st { //required "name" "tf_weapon_knife" //Classname of boss' weapon "index" "194" //Index of boss' weapon. You can take both in "team fortress 2 content.gcf\tf\scripts\items\items_game.txt" //Weapon with index<=3 or 734 is VISIBLE. Over 30 is not. //optional "attributes" "347 ; 1 ; 2025 ; 1 ; 138 ; 0.5" //Additional attributes of boss' melee weapon like "attribute1 ; value1 ; attribute2 ; value2" . For example, "40 ; 1" is hidden "no crit" attribute. }
"ability1" //You may use 16 abilities { "name" "rage_thriller_taunt" "arg1" "0" // # of dances "arg2" "0" // Affect ubered players? (1=yes, 0=no) "arg3" "600" // Range (if 0, will use ragedist value instead) "plugin_name" "shadow93_abilities" } "ability2" { "name" "dynamic_weighdown" // slot is ignored "arg1" "0" // 1 = disabled by default (can only be re-enabled in code) "arg2" "0" // number of uses. set to 0 to be infinite. "arg3" "1.0" // the hale's normal gravity. this will practically always be 1.0 // strings "arg19" "You have used weighdown!" "plugin_name" "ff2_dynamic_defaults" } "ability3" { "name" "dynamic_teleport" // slot is not used "arg1" "2.0" // charge time (fast) "arg2" "28.0" // teleport cooldown. it's meant to be painful. "arg6" "15.0" // initial delay before use "arg7" "100.0" // min damage before emergency teleport becomes available "arg8" "1" // 1 = try teleporting above the target first, 0 = don't "arg9" "1" // 1 = try teleporting to the side of the target first, 0 = don't (note that in rare cases the hale may end up falling when they teleport. this will only happen if the player is by a steep non-90 degree slope) "arg10" "2.0" // duration of stun. can be zero. "arg11" "0" // 1 = use RELOAD instead of ALT-FIRE "arg12" "0" // 1 = teleport to same team as yourself "arg13" "0" // 1 = teleport an enemy (or friend is arg12 is 1) to you "arg17" "EMERGENCY TELEPORT! Look up, press and release ALT-FIRE." // emergency teleport message message "arg18" "Teleport is not ready. %.1f seconds remaining." // cooldown message "arg19" "Teleport is ready. %.0f percent charged." // charge message "plugin_name" "ff2_dynamic_defaults" } "ability4" { "name" "teleport_config" "arg1" "2" // ActivationKey (1 = LeftClick. 2 = RightClick. 3 = ReloadButton. 4 = Special, 5 = Use) "arg2" "3" // No. of Skills (No. of skill to be given per rage) "arg3" "9999.0" // Teleport Distance (No. of max distance that the hale can teleport to.) "arg4" "1" // Should skills stack? 1 - yes, 0 - no "plugin_name" "ff2_otokiru_wc3" } "ability5" { "name" "teleport_activator" "arg0" "3" // Do not Change! (Activate when button is pressed.) "buttonmode" "2" // Do not Change! (Custom button is being used.) "plugin_name" "ff2_otokiru_wc3" } "ability6" { "name" "rage_stunsg" "arg1" "6.0" "plugin_name" "default_abilities" } //Optional keys //All sound_* keys precache their lines.
"sound_ability" //When boss uses ability { "1" "freak_fortress_2\daftpunk\daftpunk_rage.mp3" //This is number of line "slot1" "0" } //Optional keys again, for downloadlist "mod_download" //Downloads: ".mdl", ".dx80.vtx", ".dx90.vtx", ".sw.vtx", ".vvd" { "1" "models\freak_fortress_2\daftpunk2\daftpunkslvr" } "mat_download" //Downloads: ".vtf", ".vmt" { "1" "materials\freak_fortress_2\daftpunk2\silver" "2" "materials\freak_fortress_2\daftpunk2\thomas" "3" "materials\freak_fortress_2\daftpunk2\uber" "4" "materials\freak_fortress_2\daftpunk2\visor" "5" "materials\freak_fortress_2\daftpunk2\white" } "download" //Downloads these files { "1" "materials\freak_fortress_2\daftpunk2\silver_effect.vtf" "2" "materials\freak_fortress_2\daftpunk2\thomas_normal.vtf" "3" "materials\freak_fortress_2\daftpunk2\white_normal.vtf" "4" "sound\freak_fortress_2\daftpunk\daftpunk_intro.mp3" "5" "sound\freak_fortress_2\daftpunk\daftpunk_bgm.mp3" "6" "sound\freak_fortress_2\daftpunk\daftpunk_bgm2.mp3" "7" "sound\freak_fortress_2\daftpunk\daftpunk_bgm3.mp3" "8" "sound\freak_fortress_2\daftpunk\daftpunk_rage.mp3" "9" "models\freak_fortress_2\daftpunk2\daftpunkslvr.phy" } }
characters.cfg
PHP Code:
"Freak Fortress 2" { (REDACTED) "10" "Daftpunkgold" }
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