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p0008874
Senior Member
Join Date: Jul 2014
Old 09-05-2017 , 04:10   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #26

Quote:
Originally Posted by Snivy_Films View Post
I am getting this same issue, Granted that I'm brand new (to being a member on this webpage) and I wanted to see if AMS worked, I have some code that works with AMS but the sarysapub3 AMS stuff doesn't work.
PHP Code:
    "ability5"
    
{
        
"name"        "rage_outline"
        "arg1"        "10"        
// Duration
        
"arg2"        "4000"        // Range
        
"arg3" "1"        // Triggered by AMS
        
"arg4" "freak_fortress_2\dev\scanmode.wav" // Sound (if triggered from AMS)
        
        // args reserved for the ability management system, if configured to be used with AMS.
        
"arg1001"    "30"    // delay before first use
        
"arg1002"    "10"    // cooldown
        
"arg1003"    "Scan Mode"    // name
        
"arg1004"    "Reveals location of enemies in a wide area for 10 seconds"    // description
        
"arg1005"    "25"    // rage cost
        
"arg1006"    "1"    // index for ability in the AMS menu
        
"plugin_name"    "M7_abilities"
    
}
    
"ability6" 
        

            
"name" "rage_movespeed"
            "arg1" "520"     
// Boss Move Speed 
            
"arg2" "10"      // Boss Move Speed Duration (seconds) 
            
"arg3" "0"    // Victim Range (to enable victim move speed) 
            
"arg4" "1"    // Victim Move Speed 
            
"arg5" "1"     //Victim Move Speed duration (seconds)
        
"arg6" "1"        // Triggered by AMS
        
"arg7" "freak_fortress_2\dev\overclock.wav" // Sound (if triggered from AMS)
         
            // args reserved for the ability management system 
            
"arg1001"    "0.0" // delay before first use 
            
"arg1002"    "30.0" // cooldown 
            
"arg1003"    "Overclock" // name 
            
"arg1004"    "Overclock the movement systems, granting speed increase for 10 seconds" // description 
            
"arg1005"    "35" // rage cost 
            
"arg1006"    "2" // index for ability in the AMS menu 
      
            
"plugin_name" "ff2_movespeed"     
        

This piece of AMS Code works (granted it isn't from sarysapub3)
Where something like this
PHP Code:
"ability4"
    
{
        
"name"    "rage_random_weapon"
        
        "arg1"    "1" 
// trigger. 0 = E rage, 1 = triggered by ability management system
        
"arg2"    "2" // number of weapons (MAX: 10)
        
"arg3"    "0.0" // weapon duration. set to 0.0 to keep it forever. (or until replaced)
        
"arg4"    "vo/scout_meleedare02.mp3" // mapwide sound to play when rage is used
        
        // all weapons below have the "no random critical hits" attribute
        // from arg11 and every 10 args after, specs for various weapons repeat
        
"arg11"    "tf_weapon_crossbow" // weapon name
        
"arg12"    "1079" // weapon index (ambassador)
        
"arg13"    "2 ; 99 ; 103 ; 9999;" // weapon args (set to headshot for 360, body shot for 60)
        
"arg14"    "1" // weapon visibility
        
"arg15"    "64" // weapon alpha (0 = fully hidden, 255 = fully visible) [damnit, it wigs out on a scout]
        
"arg16"    "0" // weapon slot
        
"arg17"    "0" //"454" // optional, wearable to use for bodygroup swaps
        
"arg18"    "5" // starting clip
        
"arg19"    "0" // starting reserve ammo

        
"arg21"    "tf_weapon_rocketlauncher" // weapon name (scouts cannot get tf_weapon_shotgun, but can use any shotgun with tf_weapon_scattergun)
        
"arg22"    "305" // weapon index (reserve shooter)
        
"arg23"    "2 ; 99 ; 99 ; 50 ; 104 ; .85;" // weapon args (set to have low spread, max 324 damage on airborne targets, requires fast switching)
        
"arg24"    "1" // weapon visibility
        
"arg25"    "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
        
"arg26"    "0" // weapon slot
        
"arg27"    "0" // "540" // optional, wearable to use for bodygroup swaps
        
"arg28"    "1" // starting clip
        
"arg29"    "0" // starting reserve ammo
        // args reserved for the ability management system
        
"arg1001"    "0.0" // delay before first use
        
"arg1002"    "0.0" // cooldown
        
"arg1003"    "Random Weapon" // name
        
"arg1004"    "Load a random weapon from Snivy's Horrible Weapon ideas." // description
        
"arg1005"    "99.0" // rage cost
        
"arg1006"    "0" // index for ability in the AMS menu
        
        
"plugin_name"    "ff2_sarysapub3"
    
}
    
"ability5"
    
{
        
"name"    "rage_ams_dynamic_teleport"
        
        "arg1"    "1" 
// trigger. 0 = E rage, 1 = triggered by ability management system
        
"arg2"    "1" // 1 = try teleport on top
        
"arg3"    "0" // 0 = try teleport on side
        
"arg4"    "0.5" // self-stun duration (intentionally short, since the idea is this only gets used if a merc is trolling them)
        
"arg5"    "vo/scout_sf13_spell_teleport_self01.mp3" // mapwide sound to play when used
        // and this arg because I REALLY don't want hales stalling and behaving like it's a teleport hale...
        
"arg6"    "0" // maximum number of living players for ability to work. set to 0 to not have such a limitation.
        
        // args reserved for the ability management system
        
"arg1001"    "10.0" // delay before first use
        
"arg1002"    "25.0" // cooldown (intentionally high, it's not meant to be primary mobility, only last ditch)
        
"arg1003"    "Teleport" // name
        
"arg1004"    "Its the Teleportaning" // description
        
"arg1005"    "35.0" // rage cost
        
"arg1006"    "1" // index for ability in the AMS menu
        
        
"plugin_name"    "ff2_sarysapub3"
    

Doesn't work.
It would be nice if SHADoW NiNE TR3S toke the wheel because at this point this plugin is abandoned
You need ff2_ams.inc to work.
https://forums.alliedmods.net/showpo...3&postcount=17
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