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Hero: Marduk


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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 04-10-2008 , 17:53   Re: Hero: Marduk
Reply With Quote #41

yes, since unbinding keys is just bad... it would be better to block them with cmdstart. Though the difference is not all keys can be blocked.
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mydas
Senior Member
Join Date: Mar 2005
Old 04-29-2008 , 03:19   Re: Hero: Marduk
Reply With Quote #42

What can't you block ?
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G-Dog
Senior Member
Join Date: Dec 2005
Location: Thunderstorm Central
Old 04-29-2008 , 14:36   Re: Hero: Marduk
Reply With Quote #43

Quote:
Originally Posted by hlsdk_const.inc
#define IN_ATTACK (1<<0)
#define IN_JUMP (1<<1)
#define IN_DUCK (1<<2)
#define IN_FORWARD (1<<3)
#define IN_BACK (1<<4)
#define IN_USE (1<<5)
#define IN_CANCEL (1<<6)
#define IN_LEFT (1<<7)
#define IN_RIGHT (1<<
#define IN_MOVELEFT (1<<9)
#define IN_MOVERIGHT (1<<10)
#define IN_ATTACK2 (1<<11)
#define IN_RUN (1<<12)
#define IN_RELOAD (1<<13)
#define IN_ALT1 (1<<14)
#define IN_SCORE (1<<15)
I believe it only blocks those keys thus allowing created commands(sh binds) to still work. Which as I said shstun blocks those so it should work. Tho I just realized I also need to do the same thing to FM_UpdateClientData to prevent the client side animations, sounds from running. FM_CmdStart will only block the server side information.
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mydas
Senior Member
Join Date: Mar 2005
Old 04-30-2008 , 06:36   Re: Hero: Marduk
Reply With Quote #44

I just tried to compile marduk v2, "FM_CmdStart" doesn't exist in the includes... bummer.
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[2021] I would love to revive SHMOD.

My heroes: SLAYER, Akasha, Achilles, Robo-Ky,Justice, Potemkin, Juggernaut, Mirage, Leviathan, Tyrael, Marduk, Omega Red
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heliumdream
Senior Member
Join Date: Aug 2006
Old 06-11-2015 , 01:16   Re: Hero: Marduk
Reply With Quote #45

the client can no longer be sent blacklisted commands from the server. so i have recreated this hero, without all the wonkey slowhacking stuff that deals with unbinding things.

instead we simply shStun the affected, freeze their location and remove gravity, and disable their shooting. after some testing and tweaking, seems to be working decent enough to at least post for feedback.

i never got to use the original, but i reckon this functions similarly. enjoy.

NOTE: this ended up nearly identical to the protoss Danimoth X jail. slightly different code solution and weapon handling.

NOTE 2:i got to test this live with some players, and need to add code to reset this hero when the round ends. ive had players respawn, stuck in timefreeze mode.

Code:
//Marduk
marduk_cooldown 120     - his power's cooldown, in seconds (it does NOT reset on newround)
marduk_startingsecs 3.0 - how long will his timestop last if player is at marduk_level ?
marduk_secsperlev 0.4   - how many seconds (of lasting timestop) per level will he gain ?
Attached Files
File Type: sma Get Plugin or Get Source (sh_marduk.sma - 516 views - 7.0 KB)
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Last edited by heliumdream; 09-07-2015 at 14:24.
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