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Search: Posts Made By: Eggman
Forum: VSH / Freak Fortress 02-09-2015, 20:09
Replies: 8
Views: 1,259
Posted By Eggman
Re: Respawn Tickets Plugin

Yea, it should be a message "Max Health of Bosses increased to" when round start.

About Skeleton Fix:

To fix that, add
if (IsValidClient(attacker))
before
ShowSyncHudText(attacker,...
Forum: VSH / Freak Fortress 02-08-2015, 07:06
Replies: 8
Views: 1,259
Posted By Eggman
Re: Respawn Tickets Plugin

What's wrong with?
Forum: VSH / Freak Fortress 02-06-2015, 23:57
Replies: 8
Views: 1,259
Posted By Eggman
Respawn Tickets Plugin

It's Me! Hello, everyone!
I've made that plugin about 1/2 year ago and may don't know about current pawncoding patterns. And also don't know about analogues.

Respawn Tickets

Is it boring when...
Forum: VSH / Freak Fortress 05-24-2014, 11:40
Replies: 40
Views: 10,047
Posted By Eggman
Re: [Boss] Skeleton King

Important!
If you see bugs like this

// skeleton_king.sp(92) : error 017: undefined symbol "FF2_SetBossLives"
// skeleton_king.sp(93) : error 017: undefined symbol "FF2_SetBossHealth"
//...
Forum: VSH / Freak Fortress 05-22-2014, 21:43
Replies: 40
Views: 10,047
Posted By Eggman
Re: [Boss] Skeleton King

Reincarnation model has not same bone structure, that's why. It's like when unconstructed dispenser has another model than cunstructed.
Forum: VSH / Freak Fortress 05-22-2014, 05:52
Replies: 40
Views: 10,047
Posted By Eggman
[Boss] Skeleton King

SKELETON KING
http://i.imgur.com/8rHqeMw.jpg
- Death is my (http://hydra-media.cursecdn.com/dota2.gamepedia.com/0/05/Skel_move_16.mp3)Bit~...
Forum: VSH / Freak Fortress 05-22-2014, 04:27
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

How about add "default" parameter for health formula? As usual, bosses uses [old] default health formula multiplied/devided by some value.
Forum: VSH / Freak Fortress 05-19-2014, 06:53
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

Some little bug:


public Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result)
{
if(Enabled && IsBoss(client) && CheckRoundState()==1 &&...
Forum: VSH / Freak Fortress 04-24-2014, 21:33
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

I've found bug: Sydney Sleeper doesn't enable glow on Boss. By original idea, this feature was planned only for this (because jarate effect was removed). So, there is no reason remove glow effect...
Forum: VSH / Freak Fortress 04-20-2014, 16:42
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

Please do not do it. It's important to another charge abilities. If you will save this, charge abilties will not work when boss looks up (except brave jump and tp)
Forum: VSH / Freak Fortress 04-20-2014, 04:08
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

This is not needed, bacause it was planned as 11 seconds.

UPD. Important!

I suggest add this into event_player_spawn function

if (CheckRoundState()==1)
CreateTimer(0.1,...
Forum: VSH / Freak Fortress 04-15-2014, 11:50
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

Forget about it. That IS needed. This is a REALLY bad to insert this into a rage abilities. MY englist is so bad to understand what happends when i tried it.


decl Float:position[3];...
Forum: VSH / Freak Fortress 04-13-2014, 11:51
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

In DoTaunt function:
if(RandomSoundAbility("sound_ability", sound, PLATFORM_MAX_PATH, client))
is NOT needed.
This sounds calls from ability plugins.
Forum: VSH / Freak Fortress 04-12-2014, 11:52
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

Both things done!
1)Charge abilities: angle restriction moved from freak_fortress_2.sp to Hale's Super Jump in default_abilities.sp. Now another charge abilities not preventing when boss looks up....
Forum: VSH / Freak Fortress 04-12-2014, 10:53
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

I've found some bugs associated with
1)Super Jump and other chargable abilities. Only Hale's SuperJump allowed to be activated when Boss looks up.
2)sound_rage_full doesn't working.

So, i'm...
Forum: VSH / Freak Fortress 04-12-2014, 08:46
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

Is not. Super-jump cheking located in default_abilities.sp

UPD.Actually, it is. Now i'm trying move this restriction to default_abilities.sp


It's not guaranteed what I wrote that code.
Forum: VSH / Freak Fortress 04-11-2014, 17:16
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

freak_fortress_2.sp line 7378 procedure UseAbility:

new Float:angles[3];
GetClientEyeAngles(Boss[client], angles);
if(angles[0]<-45.0)
{
Call_PushCell(3);...
Forum: VSH / Freak Fortress 04-07-2014, 14:14
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)

(goomba's velocity)
Players is very blaming about this... They hate this insane velocity... I recommend use 50 or 100 for that.
Forum: VSH / Freak Fortress 04-05-2014, 14:25
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: FF2 1.9.2 Released (and 1.10.0 betas)

it's a really useless with nerf.

Also i've received idea: play "sound_fullrage" for everyone when boss' ragemeter is full. Players requests that.
Forum: VSH / Freak Fortress 04-05-2014, 08:39
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: FF2 1.9.2 Released (and 1.10.0 betas)

Hello everyone. I've collected and releases some requests from RandomFortress Main VSH/FF2 server. I hope you will not ignore it.
Here there are:
Forum: VSH / Freak Fortress 04-03-2014, 21:21
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: FF2 1.9.2 Released (and 1.10.0 betas)

Also about include: Float:FF2_GetBossCharge needs to be fixed into this (replaced "index" to "client")


/**
* Gets charge meter value of current Boss
*
* @param client boss as client
*...
Forum: VSH / Freak Fortress 04-03-2014, 19:46
Replies: 2,946
Views: 397,196
Posted By Eggman
Re: FF2 1.9.2 Released (and 1.10.0 betas)

Hello everyone. Don't blame me if i'm a http://gmc.3dn.ru/smiles/slowpoke.gif, but I have little suggestion about additional natives:
1)Get\Set Current and Max Health
2)Get\Set Current and Max...
Forum: VSH / Freak Fortress 05-01-2012, 07:44
Replies: 18
Views: 6,316
Posted By Eggman
Re: [TF2] Freak Fortress 2

Also updated deadrun plugin:
Before:
deadrun_no_any_damage - makes boss invulnerable. No damage, no knockback etc.

After:
deadrun_no_damage - players can hurt and knockback this boss....
Forum: VSH / Freak Fortress 05-01-2012, 07:44
Replies: 2,933
Views: 1,006,769
Posted By Eggman
Re: [TF2] Freak Fortress 2

Also updated deadrun plugin:
Before:
deadrun_no_any_damage - makes boss invulnerable. No damage, no knockback etc.

After:
deadrun_no_damage - players can hurt and knockback this boss....
Forum: VSH / Freak Fortress 04-29-2012, 13:43
Replies: 2,933
Views: 1,006,769
Posted By Eggman
Re: [TF2] Freak Fortress 2

Special boss for Dead Run:
Billy the Doll from 'Saw' series.

http://i.imgur.com/aJNOy.jpg

Model has been converted to skin for scout by luigimario.

Attention: Billy's config is useful only...
Showing results 1 to 25 of 333

 
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