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FF2 [Abilities] Dynamic Defaults v1.3.2 (many new adds!)


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sarysa
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Join Date: Mar 2014
Old 10-04-2015 , 13:50   Re: [Abilities] Dynamic Defaults v1.3.1 (many new adds!)
Reply With Quote #51

Released a minor release v1.3.1. This fixes telegoombas against falling teleport targets, usually soldiers. There probably won't be any major releases to this plugin for a couple months, but I will maintain it still.

R.I.P, 131 downloads.
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Last edited by sarysa; 10-04-2015 at 13:51.
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sarysa
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Join Date: Mar 2014
Old 10-29-2015 , 21:07   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #52

Very very minor change:

v1.3.2
- Updated dynamic_speed_management's default value for soft stun to 0.75, reflecting Valve's changes made on 2015-10-28.

Thanks to SHADoW for making me hip to the change. Oddly, it never had the right slowdown value to begin with. Not sure where I got 0.60 from.
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Last edited by sarysa; 10-29-2015 at 21:08.
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xXDeathreusXx
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Join Date: Mar 2013
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Old 07-06-2016 , 16:22   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #53

I made a small modification to the plugin, primarily did it for Soldine. Added 2 arguments to dyamic_jump, one for particles to attach to each foot on jump, the other is the duration they last for. I'm including this in Soldine's download too

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S3RL
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Join Date: Apr 2017
Old 04-13-2017 , 22:56   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #54

Well idk
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UberMedicFully
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Join Date: Oct 2019
Location: In 2Fort chilling
Old 11-15-2021 , 12:09   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #55

Okay so this Ability, i saw it in a Gamemode called Boss Vs Boss which had a Cooldown based Point Teleporter that acts like the Super Jump, thanks to the dynamic defaults subplugin i could make this come true. None of my code obviously since it all belongs to Sarysa's Dynamic Default subplugin.
Also thanks to Alex for letting me use his After Image that is used in his MAM Subplugin.
Quote:
"abilityX"
{
"name" "special_point_teleport" //Ability Name.

"arg1" "5.0" // Cooldown.
"arg2" "0" // Is disabled?
"arg3" "0" // Uses remaining. 0 = unlimited
"arg4" "4.0" // On Cooldown until.
"arg5" "3" // Key to activate.
// 1 - ATTACK
// 2 - ATTACK2
// 3 - RELOAD
// 4 - ATTACK3
"arg6" "500" // Max Distance.
"arg7" "ghost_appearation" // First Particle.
"arg8" "ghost_appearation" // New Particle.
"arg9" "1" // Preserve Momentum?
"arg10" "0" // Empty clip upon Teleport?
"arg11" "2.0" // Attack delay on Teleport.

// After Image.
"arg12" "7.0" // Duration of the Image after Teleport usage.

//HUD Strings.
"arg18" "Point Teleporter will be ready in %.1f seconds"
"arg19" "Point Teleporter Ready. Press RELOAD to activate."

"plugin_name" "ff2_dynamic_defaults" //Ability Plugin (without the extension).
}
"sound_point_teleport" //Not global.
{
"1" "freak_fortress_2/boss_name/sound1.mp3"
}
Replace .smx extension with .ff2
Attached Files
File Type: smx ff2_dynamic_defaults.smx (48.2 KB, 98 views)
File Type: sp Get Plugin or Get Source (ff2_dynamic_defaults.sp - 117 views - 136.1 KB)
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Last edited by UberMedicFully; 11-16-2021 at 08:03. Reason: added ability to dynamic defaults
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The Great Weegee
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Join Date: Dec 2017
Location: vsh_egyptyspot_b4
Old 11-15-2021 , 12:36   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #56

Very nice addition, Uber!
I love it; had couple of hales in mind for which it would fit like a glove.
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UberMedicFully
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Join Date: Oct 2019
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Old 11-16-2021 , 08:04   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #57

Added the Ability into Dynamic Defaults, works with no issues have fun!
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UberMedicFully
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Join Date: Oct 2019
Location: In 2Fort chilling
Old 11-21-2021 , 19:49   Re: [Abilities] Dynamic Defaults v1.3.2 (many new adds!)
Reply With Quote #58

I made a few changes as the Special Point Teleporter acted like the Super Jump, means it didnt have it own Hud Y position and not it own bool in the "DD_SetDisabled".
Totally forgot that lmfao (im a dumbass)

Not recommended to use The Normal Teleporter and Super Jump with the Special Point Teleporter as the Huds will be weird at places.
Attached Files
File Type: sp Get Plugin or Get Source (ff2_dynamic_defaults.sp - 224 views - 136.2 KB)
File Type: smx ff2_dynamic_defaults.smx (48.2 KB, 277 views)
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Last edited by UberMedicFully; 11-21-2021 at 20:19. Reason: miss spell
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