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[TF2] Casting Spells


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Mitchell
~lick~
Join Date: Mar 2010
Location: noitacoL:
Old 10-30-2013 , 00:37   [TF2] Casting Spells
Reply With Quote #1

Okay so i have figured out how to make-shift cast spells:

Find the spell book and set the spell index and charges:
Code:
		while ((ent = FindEntityByClassname(ent, "tf_weapon_spellbook")) != -1)
		{
			if(ent)
			{
				if (GetEntPropEnt(ent, Prop_Send, "m_hOwnerEntity")==client)
				{
					SetEntProp(ent, Prop_Send, "m_iSelectedSpellIndex", spell);
					SetEntProp(ent, Prop_Send, "m_iSpellCharges", 10);
				}
			}
		}
Possible spells:
0 Fireball
1 Missile thingy (bats)
2 Ubercharge
3 Bomb
4 Super Jump
5 Invisible
6 Teleport
7 Electric Bolt
8 Small body, big head, speed
9 TEAM MONOCULUS
10 Meteor Shower
11 Skeleton Army (Spawns 3)
I used tf2 items to give my self a spell book, it is needed to cast spells.
Code:
SpawnWeapon(client, "tf_weapon_spellbook", 1069, 0, 0, "");
Spoiler


I will probably make a plugin to change/cast spells on players.
Still trying to figure out how to show the "current spell" on hud. lol.
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Last edited by Mitchell; 10-30-2013 at 00:38.
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w1200441
Senior Member
Join Date: Dec 2011
Old 10-30-2013 , 05:54   Re: [TF2] Casting Spells
Reply With Quote #2

how did you find the m_iSelectedSpellIndex and m_iSpellCharges?
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Poland() Yume-no-Sekai
Old 10-30-2013 , 08:16   Re: [TF2] Casting Spells
Reply With Quote #3

DataMaps or Netprops probatly
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 10-30-2013 , 08:28   Re: [TF2] Casting Spells
Reply With Quote #4

Question will be if the spells continue to stay alive after Halloween is over.
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Last edited by Skyrider; 10-30-2013 at 08:28.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 10-30-2013 , 09:05   Re: [TF2] Casting Spells
Reply With Quote #5

Seems valve twerked the action slot taunt, so, this stuff is a bit messed up.
It's probably just easier to spawn the entity by name that the spellbook uses, its probably a tf_projectile or something... And then shoot it somewhere. That would be more useful that requiring all these other entities, a spellbook. Hud element... And requiring user input.
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Last edited by friagram; 10-30-2013 at 09:06.
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Mitchell
~lick~
Join Date: Mar 2010
Location: noitacoL:
Old 10-30-2013 , 12:04   Re: [TF2] Casting Spells
Reply With Quote #6

Quote:
Originally Posted by friagram View Post
Seems valve twerked the action slot taunt, so, this stuff is a bit messed up.
It's probably just easier to spawn the entity by name that the spellbook uses, its probably a tf_projectile or something... And then shoot it somewhere. That would be more useful that requiring all these other entities, a spellbook. Hud element... And requiring user input.
Im actually looking into that right now!
I have a plugin up now.
https://forums.alliedmods.net/showthread.php?t=228982
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Last edited by Mitchell; 10-30-2013 at 12:53.
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Requiesta
Senior Member
Join Date: May 2012
Location: Texas
Old 12-17-2013 , 17:50   Re: [TF2] Casting Spells
Reply With Quote #7

I know this is a bit of a necro but I've tried using that stock and although I can give players a spellbook it won't let them cast spells with it. I posted about it in the thread below, can someone (preferably the op who got it to work) tell me what I did wrong?

http://forums.alliedmods.net/showthread.php?t=231592
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