Really don't want to perhaps be beating a dead horse but...
The instructions here and at:
https://github.com/50DKP/FF2-Officia...4d471d735ff5da
are not the same and the results b/w the 2 sub plugins still seems to be different. I dropped this one from here over 1.10.3 and it messed with all freaks with "guns". Example being say:
Code:
"ability1"
{
"name" "rage_new_weapon"
"arg1" "tf_weapon_rocketlauncher"
"arg2" "513"
"arg3" "99 ; 2 ; 215 ; 800 ; 216 ; 800 ; 104 ; 0.5 ; 25 ; 0 ; 37 ; 0 ; 137 ; 4 ; 96 ; 0.75"
// 99- blast radius increased
// 215 - apply z velocity on damage)
// 216 - apply look velocity on damage
// 104 - Projectile speed decreased
// 25 - 0 is max ammo size
// 137 - +300% damage vs. buildings
// 96 - 25% faster reload
"arg4" "1"
"arg5" "2"
"arg6" "0"
"plugin_name" "special_noanims"
}
Which gave 2 rockets but with this subplugin and that config...he didn't get any. Another example was Phil who got 2 stickies on rage but with this subplugin unlimited ammo:
Code:
"ability6"
{
"name" "rage_new_weapon"
"arg1" "tf_weapon_pipebomblauncher"
"arg2" "20"
"arg3" "99 ; 2 ; 215 ; 300 ; 216 ; 300 ; 25 ; 0"
"arg4" "1"
"arg5" "2"
"arg6" "0"
"plugin_name" "special_noanims"
}
So...I will do a little more testing.....maybe I need to get some sleep...
What would be config for a weapon that is NOT clipless with this subplugin...because as I mentioned it certainly screwed with the "old" arguments/settings for rage_new_weapon.
I went back to 1.10.3 "plugins" from github and everything "good" again.