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FF2 [Subplugin] Projectile Particles


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Otokiru
Senior Member
Join Date: Apr 2012
Old 04-30-2012 , 20:22   [Subplugin] Projectile Particles
Reply With Quote #1



FF2 Projectile Particles. (Add trails effect on hales bullets!) (Latest Version: v1.2)
Original idea & credits, DarthNinja from HolyArrow Plugin. Re-coded by Otokiru.

Installation:
  • ff2_otokiru_pp.ff2 -> plugins/freaks/
  • ff2_otokiru_pp.sp -> scripting/

CFG Configs:
Replace ? with your last ability number. DUH!
PHP Code:
    "ability?"
    
{
        
"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"
    

Other Notes:
Quote:
Only works on these projectiles (aka bullets):
  • arrow
  • ball_ornament
  • energy_ball
  • energy_ring
  • flare
  • healing_bolt
  • jar
  • jar_milk
  • pipe
  • pipe_remote
  • rocket
  • sentryrocket
  • stun_ball
  • syringe
Quote:
Other Particles Effects Names
ChangeLog:
Quote:
v1.2:
  • Fixed Client index is invalid error. (yet again)
  • No other changes. Replace .ff2 will do in this update.
v1.1:
  • Fixed Client index is invalid error.
  • No other changes. Replace .ff2 will do in this update.
v1.0:
  • Initial Release.
Quote:
Tell me if there's any problem. Enjoy!
Attached Files
File Type: zip Otokiru_PP_v1.2.zip (7.0 KB, 458 views)

Last edited by VoiDeD; 09-25-2012 at 22:31. Reason: Moving to own thread
Otokiru is offline
Diviara27
Senior Member
Join Date: Feb 2010
Old 04-30-2012 , 21:19   Re: [TF2] Freak Fortress 2
Reply With Quote #2

Quote:
Originally Posted by Otokiru View Post
FF2 Projectile Particles. (Add trails effect on hales bullets!)
Original idea & credits, DarthNinja from HolyArrow Plugin. Re-coded by Otokiru.

Installation:
  • ff2_otokiru_pp.ff2 -> plugins/freaks/
  • ff2_otokiru_pp.sp -> scripting/

CFG Configs:
Replace ? with your last ability number. DUH!
PHP Code:
    "ability?"
    
{
        
"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"
    

Other Notes:
Do you know any other particles effect names?
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Otokiru
Senior Member
Join Date: Apr 2012
Old 04-30-2012 , 22:50   Re: [TF2] Freak Fortress 2
Reply With Quote #3

Quote:
Originally Posted by Diviara27 View Post
Do you know any other particles effect names?
https://developer.valvesoftware.com/..._TF2_Particles

Some particles you might want to be careful due to this.

//Edited
Kindda outdated post, but there's more here.
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Rainicorn
Member
Join Date: Jun 2011
Location: Palo Alto, California
Old 06-02-2014 , 06:27   Re: [Subplugin] Projectile Particles
Reply With Quote #4

I love this plugin! I just wish that there was a way to replace the particle on a projectile in addition to adding one. For example, removing the smoke trail on rockets or flares, so that only this trail remains. The plugin as it is now functions wonderfully though. Thank you for making it!
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 06-05-2014 , 05:26   Re: [Subplugin] Projectile Particles
Reply With Quote #5

They are clientside particles
You can try sending an input to stop the particle, but it probably won't work..
I know it works on models, but probably not projectiles.

Perhaps setting the projectiles model to something that has no particle on spawn hook (like a healthkit or some crap) would prevent it from showing up, but if the client predicts it, It probably will anyway.
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sarysa
Senior Member
Join Date: Mar 2014
Old 06-05-2014 , 08:52   Re: [Subplugin] Projectile Particles
Reply With Quote #6

Actually friagram, when I worked on Button's projectiles (which originally used the Rescue Ranger) I originally tried to change them with OnEntityCreated / SDKHook_SpawnPost much like the easter bunny, but it wouldn't work. The code was indeed executing, but I think a good number of projectiles have some kind of script associated with them which executes even after SpawnPost.
Another thing that hints at this is if you try to give a normal gun arrow projectiles, they just drop like a rock, vecVelocity { 0, 0, decreasingNegativeFloat }.
And with the projectile turret I worked on, spawned arrows just have absolutely nothing...no particle effects or trails, not even collision. That really tells me the effects are independent of the models...
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Last edited by sarysa; 06-05-2014 at 09:03.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 06-05-2014 , 15:12   Re: [Subplugin] Projectile Particles
Reply With Quote #7

Seems Arcing projectiles will not be sent velocity (it won't be calculated) unless the weapon class specifies it, as it wouldn't make sense to do it since hitscan doesn't need it. You can just calculate the velocity manually and teleport them after creating them by name, manually.
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sarysa
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Join Date: Mar 2014
Old 06-06-2014 , 01:57   Re: [Subplugin] Projectile Particles
Reply With Quote #8

Oh, I know...and I did. But when I'd attempted to manually create tf_projectile_arrow via CreateEntityByName, it literally had nothing you'd expect a projectile to have by default. No trail, that's a given...but because of no collision, my turrets eventually caused the server to crash by running out of entities. They'd not only fail to hit players, but they'd fall through the world indefinitely and never despawn.

For whatever reasons, legit tf_projectile_arrow entities have some complicated logic going on that's very difficult for us to emulate. Probably not impossible, but beyond my patience level for the scope of the project. (since loose cannon projectiles are really what my project needed anyway, and they were easy)
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Last edited by sarysa; 06-06-2014 at 01:59.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 06-06-2014 , 17:14   Re: [Subplugin] Projectile Particles
Reply With Quote #9

Settheir collisiongroup to projectile, and set their solidflags.
I dont remember but I think its 13/0
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sarysa
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Join Date: Mar 2014
Old 06-07-2014 , 04:08   Re: [Subplugin] Projectile Particles
Reply With Quote #10

Quote:
Originally Posted by friagram View Post
Settheir collisiongroup to projectile, and set their solidflags.
I dont remember but I think its 13/0
Yep, 13.
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