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SHADoW NiNE TR3S
AlliedModders Donor
Join Date: Jul 2014
Location: Nepu Nepu?
Old 01-02-2016 , 03:07   Re: [Subplugin] Projectile Particles
Reply With Quote #11

Just a minor update so multiple bosses can use this passive ability, in addition to allowing all projectile types (tf_projectile) to use this ability.

Also fixed projectile particles applying only after the boss RAGES. Now starts applying upon round start.

CFG Config hasn't really changed at all, if the same particle effect is desired across all of the boss's projectiles.
Code:
    "abilityX" 
    { 
        "name" "projectile_particles" 
        "arg1"    "coin_large_blue"     // Particles effect name 
        "arg2"    "1"                 // Holyness level. The higher = The brighter = More lag. 
        "plugin_name"    "ff2_otokiru_pp" 
    }
Otherwise, here's a new addition, if different particle effects for different projectiles are desired.
Code:
    "abilityX" 
    { 
        "name" "projectile_particle_X" // replace X with a number from 0-16 
        "arg1"    "tf_projectile_arrow" // Projectile Name
        "arg2"    "coin_large_blue"     // Particle Effect Name 
        "arg3"    "1"                        // Holyness level. The higher = The brighter = More lag. 
        "plugin_name"    "ff2_otokiru_pp" 
    }
Attached Files
File Type: zip Otokiru_PP_v1.3.zip (14.2 KB, 85 views)
File Type: zip Otokiru_PP_v1.3.1.zip (14.0 KB, 197 views)
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Last edited by SHADoW NiNE TR3S; 01-29-2016 at 17:35. Reason: PLEASE redownload archive. Fixed invalid client error.
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