When I get to my computer that hosts my server (college now), I could post some AW2 attributes I ported to Custom Weapons. The code is mostly copied from AW2, just tweaked so it works with Custom Weapons 2. I could also post some weapons from AW2 that work with CW2. It's a WIP, but I haven't found any bugs that crash servers, yet.
I have the fastcloak on backstab attribute from AW2 in this addon, it works like you described. I also have a weapon that uses it.
Oh nice, we honestly need more attributes from AW2, so many of them are just epic.
Quote:
Originally Posted by MasterOfTheXP
Just a reminder/heads-up to everyone: the update (read: rewrite) I announced a few posts above is now under construction...and making progress alarmingly fast, actually. This isn't just one of those "lol I'm working on it occasionally" things of mine, either; I was actually working on it as Theray posted. I know you guys are interested in this plugin, and I know I haven't updated this "beta" in half a year now (wow...) so I'm aiming to get this update done as soon as possible.
That said, it is going to "break" all content for the plugin so far. Break, as in, all content will have to be brought up-to-date a little bit. The weapon config format is being changed up quite a bit, and attributes plugins...well, actually, I'm still planning those so that they'll be even easier to create, and provide their attributes in a much, much more flexible way. But hopefully the changes for attributes plugins will be somewhat "opt-in", in that if you don't have time to update it completely, you'll be able to just Find+Replace some words in the code, recompile, and have it still work. We'll see.
Trust me, though; it'll aaaall be worth it in the end.
EDIT: I forgot...even though I think these changes will be incredibly easy to adapt to, I'll probably be creating a converter plugin (or feature...?) which'll update your weapon configs for you, allowing you to make use of the new features right away. Same thing could probably also apply for attributes plugin source code, though as I said above, using the old attributes plugin format won't be as flexible as the new one.
Ok, here it is. My WiP porting of Advanced Weaponiser 2 attributes to Custom Weapons 2.
Current attributes:
Spoiler
"fastcloak on backstab" any value will activate it, instant cloak upon backstab
"projectiles bounce" value: number of times the projectile may bounce
"earthquake on rocket jump land" any value will activate it, when landing after an explosive jump while a weapon with this attribute is equipped, it will cause an earthquake, knocking enemies back
"reload clip on damage" value: max clip size, NOTE: this doesn't increase the max clip size of the weapon, that has to be done as well. Reloads secondary weapon with any damage done.
"alt fire is oil" any value will activate it, when you use alt-fire, it will fire a ball of oil, which, when set on fire, will ignite any oil around it and stay for a few seconds.
"attack while cloaked" any value will activate it, allows you to attack while invisible. Note: you will instantly become visible after attacking.
"reset afterburn" any value will activate it, whenever somebody that is burning is hit by this weapon, it resets the amount of time they are burning.
"controllable projectiles" value is how controllable, 0.25 is small amount of control, 1.0 is full control, projectiles fired from this weapon will follow the crosshair while still moving forward.
"item is heavy" value: how fast a player will fall. While this weapon is equipped, the player holding it will fall faster. As a result, fall damage is amplified. The Marauders Mace has it set to 10.0
"no reloading" any value will activate it, prevents reloading. Automatically adds a hidden 1000% reload time increase, and resets the reload time every couple seconds.
"cloak is hook" any value will activate it (must be placed on a watch), your cloak will hook you onto a wall or ceiling.
"fall dmg reduced" value: percent for damage reduction, Reduces fall damage taken by the provided percent.
"charge on explosive jump land" value: how long the user will charge after landing, Upon landing from an explosive jump, the user will charge, like a demoman.
"share damage" value 1: range, value 2: how much damage, In the specified range, the user will take damage allies would have taken, up until 1 hp.
"crit charging players" Self explanatory.
"increased jump height while cloaked" value: percent to increase, note: not currently working
"on cloak remove debuffs" Upon cloaking, will remove jarate, bleeding, fire, and milk.
"only cloak with full meter" Self explanatory.
"on switch give and take mini crits" value: how long after drawing you deal and receive mini-crits.
"deal more damage in air" value 1: damage bonus in air, value 2: damage penalty on ground, NOTE: THIS ATTRIBUTE WILL OVERWRITE "damage bonus" AND "damage penalty" ATTRIBUTES
"take less damage in air" value 1: damage vulnerability on ground, value 2: damage vulnerability in air, NOTE: THIS ATTRIBUTE WILL OVERWRITE THE "dmg taken increased" ATTRIBUTE
"infect victim on backstab" value 1: time until stun, value 2: time until death after stun, Upon backstab, the victim will be stunned after value 1 seconds, then instantly killed value 2 seconds after that, unless the victim heals by medkit, dispenser, medic, or payload cart. note: backstab is locked to 10 damage, and the second value is not value 1 + time to death, its time to death after stun, which is set in value 1
"keep disguise on backstab" any value will activate it, upon backstabbing someone, you will disguise as your previous disguise. If you weren't disguised when backstabbing, you will not gain a disguise. Only exists because the Your Eternal Reward attribute does not work on backstabs that don't result in death.
Current weapons included:
Spoiler
The Marauder's Mace: Causes an earthquake while the weapon is out and you hit the ground after a rocket jump. Keep in mind, you will fall much faster than you normally would. Fall damage will be amplified as a result of this.
The Penetrator: Projectiles bounce once, penetrate players. But it doesn't headshot.
Shotgun Bride: Loads three shots, and shoots them in rapid succession. The shots have travel time.
The Stab-n-Away: Instant cloak upon backstab.
Maxine: No movement speed penalty when revved up, however this weapon drains 10 ammo per second it is deployed. No ammo from dispensers while active. It also has a 25% damage penalty.
The Survivalist's Slugger: For every 50 damage you do with any weapon, you get one shot with this weapon up to 12 shots. There are 20% more bullets, but they are less accurate. You also cannot manually reload this weapon.
The Firkin Flamer: When alt-fire is activated, instead of airblasting, this will fire oil, which, when ignited, will ignite oil around it and do damage to whoever ignited it and any enemies that touch it. Afterburn duration is significantly shorter.
The Boilerbuss: When fired, instead of firing a flare, it shoots like a shotgun, but, whenever somebody that is burning is hit by it, it resets the amount of time they will be burning. Fires slower and is less accurate. Can be used in Medieval Mode.
The Matador: Projectiles follow the crosshair, but keep moving forward. Oh hit players will be pushed upward slightly. Slowing firing speed and explosion radius is smaller.
The Quickie Launcher: A sticky bomb launcher that fires faster and its bombs arm faster. However, it has a 20% damage penalty, 75% smaller clip size, a 20% smaller explosion radius, 6 less stickies out, and you do double damage to yourself. I might remove this as it's in tf2 now.
The Plot Hook: A watch which, instead of a normal cloak, hooks you onto a wall or ceiling.
Changelog:
Spoiler
Version 1.0.7e
Added: Version cvar.
Fixed some errors.
Fixed: "only cloak with full meter"
Version 1.0.7d
Fixed: Any attribute involving backstabs not working. Sorry!
Version 1.0.7c
Fixed: "fastcloak on backstab", "keep disguise on backstab", and "infect victim on backstab" now respect the "backstab shield" attribute. Sorry RazorBack Snipers that I didn't remember this!
Changed out weapon slot check, should be faster. (Untested)
Version 1.0.7b
Fixed: "keep disguise on backstab" attribute now properly handles changing disguises and losing disguise.
Fixed: The Boilerbuss' ammo is now handled properly.
Version 1.0.7a
Sped up the "keep disguise on backstab" redisguising, was too slow before. And obvious.
Version 1.0.7
Added: "keep disguise on backstab" attribute
Added: "infect victim on backstab" attribute
Fixed: "fastcloak on backstab" attribute triggering on any crit, now only triggers on backstab
Changed: "alt fire is oil" attribute now uses 30 ammo per oil and now has 0.5 delay instead of 0.2 delay
Optimized: "alt fire is oil" attribute, should lag/crash far less now
Version 1.0.6a
Fixed error caused by the Share Damage attribute.
Version 1.0.6
HUGE thanks to xXDeathreusXx for the code for most of the attributes in this update!
Added: "charge on explosive jump land" attribute
Added: "share damage" attribute
Added: "crit charging players" atttribute
Added: "increased jump height while cloaked" attribute
Added: "on cloak remove debuffs" attribute
Added: "only cloak with full meter" attribute
Added: "on switch give and take mini crits" attribute
Added: "deal more damage in air" attribute
Added: "take less damage in air" attribute
Fixed: Anything revolving around damage should work again
Version 1.0.5
Added: "fall dmg reduced" attribute.
Fixed: "alt fire is oil" attribute IS FINALLY FIXED! *Cues airhorns* (Thanks Mr. Orion for making me dig, give up on SDKHooks and AW2's method for dealing damage, and then discover SMLib)
Changed: Switched to using SMLib as opposed to AW2's stocks for things like dealing damage, checking if a client is valid, getting owners of projectiles, etc.
Fixed: Weapons using the Airstrike base weapon class not returning the proper slot, breaking some attributes.
Version 1.0.4b
Fixed: "earthquake on rocket jump land" attribute now pushes multiple enemies.
Fixed: "reset afterburn" attribute now works properly.
Version 1.0.4a (Weapons only)
Updated The Matador's rockets to be less controllable. Also added a vertical push force to players hit by it.
Version 1.0.4
Added: "cloak is hook" attribute.
Updated: "fastcloak on backstab" attribute now will force cloak when "cloak is hook" attribute is on the users watch, it wouldn't do this without special code.
Updated: The Matador now has the ability to push people vertically, this is still in testing, but it will not crash servers, as it's a valve attribute.
Fixed: Some sprites not being precached on map load, this was just me being a derp.
Version 1.0.3d
Fixed: "controllable projectiles" not working sometimes.
Version 1.0.3c
Fixed: "controllable projectiles" attribute now works for rockets and The Matador. Let me know how they work and if there are any bugs, as I could't test it very thoroughly, as I don't have much time dedicated to tf2 stuff, and my hardware sucks.
Version 1.0.3a
Removed: Undid the fix that was in the last update as it was causing crashes.
Changed: Moved said fix to the "reset afterburn" attribute.
Version 1.0.3
Added: "no reloading" attribute.
Added: "item is heavy" attribute.
Added: The Quickie Launcher.
Fixed: The Survivalists Slugger not firing sometimes.
Fixed: Some crash errors related to taking damage.
Version 1.0.2
Added: "attack while cloaked" attribute.
Added: "reset afterburn" attribute.
Added: The Boilerbuss.
Added: Start of the "controllable projectiles" attribute (currently not working with rockets due to rockets no longer firing thinks, if you have a fix, send it to me).
Added: The Matador.
Changed: Entire OnTakeDamage system reworked, what this means is (hopefully) less lag!
Changed: Fixed The Penetrator being able to headshot.
Fixed: The Survivalists Slugger not firing is rare, can't seem to make it fire 100% of the time.
Fixed: "reload clip on damage" now allows the weapon to shoot most of the time, it's rare for it to not fire.
Removed: "no headshots" attribute, it never really worked in the first place, and there is already a no headshot attribute.
Version 1.0.1
Added: "alt fire is oil" attribute.
Added: The Firkin Flamer.
Changed: Fixed some of the log names for the weapons so it matches tf2's style. I know it's not implemented yet, better to be prepared.
Fixed: Survivalist's Slugger not reloading, it sometimes doesn't shoot though.
Fixed: "reload clip on damage" attribute now reloads properly.
Version 1.0.0
Initial Release.
Currently Known Bugs:
Spoiler
There are a few hidden attributes in the code, which can be activated. I did not mention them because they do not work currently.
Rays Attributes:
Spoiler
Ah, you found this. Good work! Here are some attribute I created, that have nothing to do with AW2.
Attributes:
Spoiler
"disable slot" value: slot to disable, Completely removes the provided slot, can be used multiple times to block multiple slots. Requires Beta 5 of CW2.
"crit bleeding players" Self explanatory.
"swim speed increased" value: percent speed boost while in water, jarated, or mad milked.
"add community sparkle to self-made weapons" Does what it says on the tin. Also adds the "I made this!" text, but is apparently hidden. Currently unfixable.
"damage while swimming increased" value: percent damage boost while in water, jarated, or mad milked.
"move speed decrease while not swimming" value: percent speed slowdown while not in water, jarated, or mad milked.
"attack speed increased while swimming" value: percent attack speed boost while in water, jarated, or mad milked.
"attack speed decreased while not swimming" value: percent attack speed penalty while not in water, jarated, or mad milked.
"damage while not swimming decreased" value: percent damage penalty while not in water, jarated, or mad milked.
"dispenser detects enemies" value: range (in hammer units) to detect enemies. If an enemy player (which is not disguised or cloaked) comes into range of a dispenser built by a player with this attribute, they will get an outline which is visible to everybody. Just a heads up, when I last tested this it caused a lot of lag. Use at your own risk!
Changelog:
Spoiler
Version 1.0.2: The swimming update!
Added: "damage while swimming increased" attribute
Added: "move speed decrease while not swimming" attribute
Added: "attack speed increased while swimming" attribute
Added: "attack speed decreased while not swimming" attribute
Added: "damage while not swimming decreased" attribute
Added: "dispenser detects enemies" attribute
Version 1.0.1b
Added: "add community sparkle to self-made weapons" attribute
Version 1.0.1a
Changed out weapon slot check, should be faster. (Untested)
Version 1.0.1
Added: "swim speed increased" attribute.
Fixed: Crit bleeding players attribute not checking for invalid players.
Version 1.0.0
Initial Release.
Currently Known Bugs:
Spoiler
None! Yay!
Amp-Node Attributes:
Spoiler
Well, I've been working on this for a while. The Amplifier and Repair Node are now in CW2!
Attributes:
Spoiler
"mod wrench builds amplifier" many different settings. If it's just -1, it will use cvar values. 4 parameters for per-weapon control. First three are range per-level, last one is the condition ID. Each can be set to -1 to use cvars (first three must have a '.0' at the end, otherwise the building will be disabled! (limitation of StringToFloat))
"mod wrench builds repairnode" so. many. parameters. Same as above if the value is just -1. First three parameters are range per-level, next three are health regen for buildings per-level, next three are bullet regen per-level for sentries, next one is how many rockets per cycle for sentries at level three, last one is whether or not the node can heal a teammates buildings. Each can be set to -1 to use cvars (first three must have a '.0' at the end, otherwise the building will be disabled! (limitation of StringToFloat))
Credits:
Spoiler
-=|JFH|=-Naris, Eggman, Geel9, Murphy7 and Benjamuffin. Wrote main Amp Node plugin
Deathreus. Fixed Repair Node healing, and broke it at the same time.
BANG!, Vernoguy, and ZachL. Made the RayZar Model (Awesome job guys!).
Changelog:
Spoiler
Version 1.0.0
Initial Release.
Known Bugs:
Spoiler
Upon upgrade, model will temporarily revert to default dispenser. Not fixable.
What I'm Working On:
Spoiler
Fixing bugs.
New Attributes.
Weapons are in the AW2 Weapons.zip file. None of them currently have a custom model. That will come when visible weapons are fixed.
Download the .zip files of the attributes you want.
If you're using Amp Node Attributes, install all the plugins in the .zip, and install both Repair Node Model.zip and Amplifier.zip to your server and fastdl.
Sources are in the .zip files they belong to. RayLib might be needed to compile some of these.
Ok, here it is. My WIP porting of Advanced Weaponiser 2 attributes to Custom Weapons 2.
Current attributes:
"fastcloak on backstab" any value will activate it, instant cloak upon backstab
"projectiles bounce" value: number of times the projectile may bounce
"no headshots" no headshot fix, ported it because I felt like it
"earthquake on rocket jump land" any value will activate it, when landing after a rocket jump while a weapon with this attribute is equipped, it will cause an earthquake, knocking enemies back
"reload clip on damage" (Not working ATM) value: max clip size, NOTE: this doesn't increase the max clip size of the weapon, that has to be done as well.
Current weapons included:
The Marauder's Mace: Causes an earthquake while the weapon is out and you hit the ground after a rocket jump.
The Penetrator: Projectiles bounce once, penetrate players. But it doesn't headshot.
Shotgun Bride: Loads three shots, and shoots them in rapid succession. The shots have travel time.
The Stab-n-Away: Instant cloak upon backstab.
Maxine: No movement speed penalty when revved up, however this weapon drains 10 ammo per second it is deployed. No ammo from dispensers while active. It also has a 25% damage penalty.
The Survivalist's Slugger (Not working ATM): For every 50 damage you do with any weapon, you get one shot with this weapon up to 12 shots. There are 20% more bullets, but they are less accurate. You also cannot manually reload this (1000% longer reload time, could reload one shot if you waited 3 hours ).
Weapons are in the zip file. None of them currently have a custom model. That will come when I find them all.
Download the .smx file, DO NOT CLICK GET PLUGIN. It will not compile on the forums.
Source is also below.
Thank you very much for these ray and am looking forward to the rest of the attributes you port .
- I do not take every single request anymore, you can ask for requests but I'll see if they're possible and are good ideas.
- I DO NOT take request for Dota 2.
¥ A non-explained list of 126 attributes :
- ¥ ORION'S ATTRIBUTES : 65
- - Hotsauce on hit.
- - Hotsauce on crit.
- - Stun on hit.
- - Stun on crit.
- - Enemy health to damage.
- - Health to damage.
- - Max enemy health to damage.
- - Max health to damage.
- - Health lifesteal.
- - Drain Übercharge on hit.
- - Drain Übercharge on crit.
- - Missing enemy health to dmg.
- - Missing health to dmg.
- - Missing enemy health lifesteal.
- - Damage done is selfhurt.
- - Damage bonus is health is higher than threshold.
- - Damage bonus is health is lower than threshold.
- - Damage bonus is enemy health is higher than threshold.
- - Damage bonus is enemy health is lower than threshold.
- - Backstab damage modifier with stun.
- - Damage self.
- - Combo.
- - Chance to oneshot.
- - Chance to ignite.
- - Movement speed to damage.
- - Damage taken damages nearby enemies on death.
- - Metal drain.
- - Metal to damage.
- - Metal per shot.
- - Metal on hit.
- - Metal on hit damage.
- - Damage when metal runs out.
- - Kill will gib.
- - Spawn skeleton on kill.
- - Bersker near death.
- - Low berserker near death.
- - Psycho rampage.
- - Heat increases fire rate.
- - Remove bleeding.
- - Uber on hit.
- - Damage taken while invisible.
- - Missing enemy health to dmg FLAMETHROWER. ¥
- - Enemy health lifesteal. ¥
- - Homing Projectile. ¥
- - Fragmentation grenade. ¥
- - Ignite at CLOSE RANGE. ¥
- - Fire rate bonus on kill. ¥
- - Damage resistance while charging DEMO. ¥
- - Charge only on low hp DEMO. ¥
- - Crit vs invisible players. ¥
- - Minicrit vs invisible players. ¥
- - Mark victim damage. ¥
- - Damage bonus vs Sapper. ¥
- - Damage bonus vs airborne players. ¥
- - Crit vs airborne players. ¥
- - Crit vs scared players. ¥
- - Spy detector-condition remover. ¥
- - Bleed at CLOSE RANGE. ¥
- - Buff Extender. ¥
- - Miss decreases fire rate. ¥
- - Minicrit vs burning players at CLOSE RANGE. ¥
- - Crit vs burning players at CLOSE RANGE. ¥
- - Damage class. ¥
- - Infinite afterburn. ¥
- - Kick-Ban on Hit-Kill. ¥
- ¥ MORE ADVANCED WEAPONISER 2'S ATTRIBUTES : 39
- - Addcond altfire.
- - Bonk health.
- - Invisible while charging DEMO.
- - Übercharged while charging DEMO.
- - Deploy Übercharge.
- - Damage is explosive.
- - Crit damage is explosive.
- - Disable slot.
- - Disable alt.
- - Fly while shooting.
- - Mark victim (outline).
- - Mark victim for death.
- - Minimann.
- - Respawn where you died.
- - Speed while cloaked.
- - Übercharge to damage.
- - Enemy Übercharge to damage.
- - Weapon Lvlup.
- - Weapon Lvlup 2.
- - Bonus Jump on Hit-Kill.
- - Speed boost while on fire. ¥
- - Ragemeter decreases when inactive. ¥
- - Minicrit while disguised at CLOSE RANGE. ¥
- - Crit while disguised at CLOSE RANGE. ¥
- - Non-crit damage percentage. ¥
- - Crit on health threshold. ¥
- - Disorientate on hit. ¥
- - No backstab. ¥
- - Charged airblast SOUNDONLY. ¥
- - Meet the Sniper combo. ¥
- - Meet the Pyro combo. ¥
- - Increased pushscale. ¥
- - Disarm silent. ¥
- - Miss causes delay. ¥
- - Electroshock. ¥
- - Crit vs healing medic. ¥
- - Democharge on hit. ¥
- - Piss yourself on miss. ¥
UPDATE : 1.00:
1.01:
- orion.smx changes :
- - Fixed attributes :
- - - Frag Grenade. Not working because of the annoying 'name renaming bug'. From ("frag grenade") to ("frag grenade attr").
- - - Psycho Rampage. Not working because of a 'random?' bug where the divide symbol ( this: / ) wasn't dividing anymore, resulting in 0 everytime, no matter what the numbers were. Used FloatDiv() to fix that.
1.00:
- Global changes :
- - Better HUD management. (Thanks to Chdata)
- - Prethink and RunCmd merged together to looks like Advanced Weaponiser 2's format. (FIXING A LOT OF PROBLEMS)
- - Better code ! (I think)
- - Fixed bugs, you know, that kind of things. ( ͡° ͜ʖ ͡°)
- - Added more sounds.
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- orion.smx changes :
- - New attributes :
- - - Missing enemy health to dmg FLAMETHROWER. ("missing enemy hp to dmg FLAMETHROWER")
- - - Enemy health lifesteal. ("enemy health lifesteal")
- - - Homing Projectile. ("homproj")
- - - Fragmentation grenade. ("frag grenade")
- - - Ignite at CLOSE RANGE. ("ignite at CLOSE RANGE")
- - - Fire rate bonus on kill. ("fire rate bonus on kill")
- - - Damage resistance while charging DEMO. ("damage res while charging DEMO")
- - - Charge only on low hp DEMO. ("charge only on low hp DEMO")
- - - Crit vs invisible players. ("crit vs invisible players")
- - - Minicrit vs invisible players. ("minicrit vs invisible players")
- - - Mark victim damage. ("mark victim dmg")
- - - Damage bonus vs Sapper. ("dmg bonus vs sappers")
- - - Damage bonus vs airborne players. ("dmg bonus vs airborne players")
- - - Crit vs airborne players. ("crit vs airborne players")
- - - Crit vs scared players. ("crit vs scared players")
- - - Spy detector-condition remover. ("spy cond remover")
- - - Bleed at CLOSE RANGE. ("bleed at CLOSE RANGE")
- - - Buff Extender. ("buff_item extender")
- - - Miss decreases fire rate. ("miss decreases fire rate")
- - - Minicrit vs burning players at CLOSE RANGE. ("minicrit vs burning players CLOSERANGE")
- - - Crit vs burning players at CLOSE RANGE. ("crit vs burning players CLOSERANGE")
- - - Damage class. ("dmg class")
- - - Infinite afterburn. ("infinite afterburn")
- - - Kick-Ban on Hit-Kill. ("kickban on killhit")
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- - Changed attributes :
- - - Hotsauce on hit.
- - - - | ("hotsauce") changed to ("hotsauce on hit")
- - - - | Hot sauce type : "Bleed only" value changed from 4 to 3
- - - - | Hot sauce type : "Milk+Jarate" value changed from 3 to 4.
- - - Hotsauce on crit.
- - - - | Hot sauce type : "Bleed only" value changed from 4 to 3
- - - - | Hot sauce type : "Milk+Jarate" value changed from 3 to 4.
- - - Health lifesteal. ("health to heal") changed to ("health lifesteal")
- - - Missing enemy health lifesteal. ("missing enemy hp to heal") changed to ("missing enemy hp lifesteal")
- - - Damage bonus is health is higher than threshold. ("bonus dmg if hp higher than value") changed to ("dmg bonus if health higher than threshold")
- - - Damage bonus is health is lower than threshold. ("bonus dmg if hp below value") changed to ("dmg bonus if health lower than threshold")
- - - Damage bonus is enemy health is higher than threshold. ("bonus dmg if enemy hp higher than value") changed to ("dmg bonus if enemy health higher than threshold")
- - - Damage bonus is enemy health is lower than threshold. ("bonus dmg if enemy hp below value") changed to ("dmg bonus if enemy health lower than threshold")
- - - Backstab damage modifier with stun.
- - - - | ("backstab damage modifier n stun") changed to ("backstab damage modifier sub stun")
- - - - | Added 2 new values ; 1 = Backstab security , 2 = Backstab suicide blocker.
- - - Damage taken damages nearby enemies on death. Added 2 new values ; 1 = Passive or While Active , 2 = Block Backstab.
- - - Metal on hit damage. ("metal on hit pct") changed to ("metal on hit damage")
- - - Spawn skeleton on kill. Added 1 new value ; 1 = Boss type.
- - - Psycho rampage. Added 2 new values ; 1 = Damage bonus , 2 = Health regen type.
- - - Remove bleeding. ("remove bleed") changed to ("remove bleeding")
- - - Damage taken while invisible. ("dmg while invis") changed to ("dmg taken while invis")
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- - Removed attribute : Sentry is a traitor.
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- - Overall : Better than before.
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- moreaw2.smx changes :
- - New attributes :
- - - Speed boost while on fire. ("speed boost on fire")
- - - Ragemeter decreases when inactive. ("ragemeter decrease nodmg")
- - - Minicrit while disguised at CLOSE RANGE. ("minicrit while disguised CLOSERANGE")
- - - Crit while disguised at CLOSE RANGE. ("crit while disguised CLOSERANGE")
- - - Non-crit damage percentage. ("non crit dmg pct")
- - - Crit on health threshold. ("crit on hp pct")
- - - Disorientate on hit. ("disorientate on hit")
- - - No backstab. ("no backstab")
- - - Charged airblast SOUNDONLY. ("charged airblast SOUNDONLY")
- - - Meet the Sniper combo. ("meet the sniper combo")
- - - Meet the Pyro combo. ("meet the pyo combo")
- - - Increased pushscale. ("increased pushscale")
- - - Disarm silent. ("disarm silent")
- - - Miss causes delay. ("miss cause delay")
- - - Electroshock. ("electroshock")
- - - Crit vs healing medic. ("crit healing medic")
- - - Democharge on hit. ("democharge on hit")
- - - Piss yourself on miss. ("piss yourself on miss")
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- - Changed attributes :
- - - Mark victim (outline). Duration now refreshes on hit.
- - - Mark victim for death. Duration now refreshes on hit.
- - - Addcond altfire. ("addcond on hp sacrifice") changed to ("addcond altfire")
- - - Respawn where you died. The "Respawn charge" is now can now be charged from any damage dealt instead of only by the weapon using the attribute.
- - - Minimann.
- - - - | ("minimann") changed to ("minimann attr")
- - - - | Added 1 new value ; 1 = Minicrit choice.
- - - Disable alt. Now properly disables alt-fire.
- - - Jump bonus on Hit-Kill. ("jump") changed to ("jump bonus on hitkill")
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- - Removed attribute : Miss decreases fire rate.
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- - Overall : Better than before.
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- dota2.smx changes :
- - New attributes :
- - - SUB-ATTR: Radiance Evasion. ("SUB_ATTR radiance evasion")
- - - Evasiveness on hit AW2. ("evasiveness on hit AW2")
- - - Desolator. ("desolator attr")
- - - Dispersion. ("dispersion attr")
- - - Return. ("return attr")
- - - Static field. ("static field")
|||
- - Changed attributes :
- - - Kill at high health threshold.
- - - - | ("kill at hp pct high") changed to ("kill at high hp threshold")
- - - - | Now supports RAW health threshold and PERCENTAGE based health threshold.
- - - Kill at low health threshold.
- - - - | ("kill at hp pct low") changed to ("kill at low hp threshold")
- - - - | Now supports RAW health threshold and PERCENTAGE based health threshold.
- - - Necromastery.
- - - - | ("bonus dmg on kill") changed to ("necromastery")
- - - - | "Removal value" now multiplies the value instead of dividing it.
- - - Bash. ("chance to bash") changed to ("bash")
- - - Radiance. ("dmg nearby enemies") changed to ("radiance attr")
- - - Enchant totem. ("bonus dmg for one hit") changed to ("enchant totem")
- - - Blade mail. ("on hurt dmg attacker") changed to ("blade mail")
- - - Craggy exerior. ("chance to stun and dmg on attacked") changed to ("craggy exterior")
- - - - | ("chance to bash") changed to ("bash")
- - - Disable alt. ("chance to bash") changed to ("bash")
- - - Jump bonus on Hit-Kill. ("chance to bash") changed to ("bash")
|||
- - Overall : Better than before.
¥ Known Bug :
- I didn't see any while testing each attributes, but then, it can't be bug free, there might one somewhere.
hi, i'm srry but i got a little bit of a problem here...
...i would like to know: using this system of sourcepawn, is there any way to insert ....like...hype...as in...a hype meter for idunno stuff like kritz/resistance/or a speed boost witch can be activated on the weapon at any time ....OR pops of when max hype proceeded, nothing like a banner or a crit - a - cola
It would be altogether like a great attribute, but i don't see anyway to implement a damageraising system wich happens in addition to random weapons...not specifics......
.......frikking valve shouldn't make weapons data so...
__________________
Well, gg i guess, can't really change mah name, so I guess I'll stick to the steorotype...
....
....
....I need some tubbietoast...
That's odd...I thought <sourcemod> was included automatically by the compiler.
Also, I'm really sorry that I'm not quite able to check out all of your stuff at the moment, guys thanks for sharing it, though!
Quote:
Originally Posted by tinkiewinkeh
...i would like to know: using this system of sourcepawn, is there any way to insert ....like...hype...as in...a hype meter for idunno stuff like kritz/resistance/or a speed boost witch can be activated on the weapon at any time ....OR pops of when max hype proceeded, nothing like a banner or a crit - a - cola
It would be altogether like a great attribute, but i don't see anyway to implement a damageraising system wich happens in addition to random weapons...not specifics......
.......frikking valve shouldn't make weapons data so...
You could totally make a Rage-like system for any weapon, if that's what you're asking. Check out the Soda Popper Redux (pretty sure I've released that) it has a meter like that. Although the drain is...iffy.
hi, i'm srry but i got a little bit of a problem here...
...i would like to know: using this system of sourcepawn, is there any way to insert ....like...hype...as in...a hype meter for idunno stuff like kritz/resistance/or a speed boost witch can be activated on the weapon at any time ....OR pops of when max hype proceeded, nothing like a banner or a crit - a - cola
It would be altogether like a great attribute, but i don't see anyway to implement a damageraising system wich happens in addition to random weapons...not specifics......
.......frikking valve shouldn't make weapons data so...
Look at the Master's stuffs and FF2's rage meter thingy !
Some things.
First, orion doesnt load for me: http://puu.sh/bn8vh/18a8406f77.png
and second, the AW2 and some normal attribs dont seem to work for me. On the weapons packaged with them they dont work at all, but for certain weapons like the soda popper redux they work fine. The Marauder's Mace from the AW2 weapons doesn't make an earthquake and the Stab-And-Away doesnt cloak on backstab and makes a weird thing in console about it not being applied right or having an error?
Also, Im kinda wondering how the workshop weapons pack was made. Did you hex the models or something?
Some things.
First, orion doesnt load for me: http://puu.sh/bn8vh/18a8406f77.png
and second, the AW2 and some normal attribs dont seem to work for me. On the weapons packaged with them they dont work at all, but for certain weapons like the soda popper redux they work fine. The Marauder's Mace from the AW2 weapons doesn't make an earthquake and the Stab-And-Away doesnt cloak on backstab and makes a weird thing in console about it not being applied right or having an error?
Also, Im kinda wondering how the workshop weapons pack was made. Did you hex the models or something?
Do you have the Marauder's Mace out when you land? It has to be out before you hit the ground. As for the Stab-n-Away, it's working for me. The damage reloads attribute I'm working on now, almost got it working correctly.
Do you have the Marauder's Mace out when you land? It has to be out before you hit the ground. As for the Stab-n-Away, it's working for me. The damage reloads attribute I'm working on now, almost got it working correctly.
I think it might be an issue with my copy of the plugin or my copy of sourcemod. Ill have to try reinstalling.
On another note, I'm going to be releasing a bunch of weapons over time starting with 4 heavy weapons. Im making a demonstration video that shows off each weapon in the pack, and I'll release the pack alongside the video.
Edit: Im having some trouble creating an item such as the mantreads. I was trying to make an item that gave some health and some regen when equipped, but it wouldnt let me equip it.