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FF2 [Abilities] TFConditions


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93SHADoW
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Old 05-28-2015 , 20:42   [Abilities] TFConditions
Reply With Quote #1

Ever wished you can apply multiple conditions to bosses / players without having to make separate new abilities? Tired of using ServerCommandRage and another plugin for a simple task of adding player conditions? Do you find rage_condition limited in what conditions its able to provide?

A simple, feature-rich plugin for those who want to use those player conditions for their own abilities!

It's essentially the successor to rage_condition.

For a list of TFConds, see this

If using "rage_tfcondition" under Ability Management System or "ams_tfcond_X", add this to your boss CFG:
Code:
	"abilityX"
	{
		"name"	"ability_management_system"
		"arg1"	"0" // activation key. 0=E, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
		"arg2"	"1" // selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
		"arg3"	"3" // reverse selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default) [note: hidden feature, keeping this standard going]
		"arg4"	"0xc00000" // HUD color (unavailable)
		"arg5"	"%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is currently unavailable." // HUD text format (unavailable)
		"arg6"	"0xffffff" // HUD color (available)
		"arg7"	"%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is available. (press E)" // HUD text format (available)
		"arg8"	"0.68" // HUD Y
		"arg9"	"RAGE Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
		"arg10"	"0.80" // HUD replacement Y
		"plugin_name"	"ff2_sarysapub3"
	}
REQUIRES EPIC SCOUT'S SUBPLUGIN TO USE ABILITY MANAGEMENT SYSTEM!
REQUIRES ff2_ams.inc TO COMPILE!

Boss/Player Conditions Sub-ability (REQUIRES ABILITY MANAGEMENT SYSTEM):
Code:
    "abilityX"
	{
		"name"	"ams_tfcond_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
		"arg1" "14 ; 10 ; 72 ; 10" // Boss Conditions (TFCond ; Duration)
		"arg2" "103 ; 10 ; 33 ; 10" // Player Conditions (TFCond ; Duration)
		"arg3" "800" // Distance

		// args reserved for the ability management system
		"arg1001"	"0.0" // delay before first use
		"arg1002"	"10.0" // cooldown
		"arg1003"	"Sprint Jump!" // name
		"arg1004"	"Fly away?" // description
		"arg1005"	"25" // rage cost
		"arg1006"	"1" // index for ability in the AMS menu
		"plugin_name"	"ff2_tfcond"
	}
For Sounds:
Code:
	"sound_tfcondition_X" // replace X with a number from 0 to 9, matching the tfcond sub-ability to be used with
	{
		"1"	"saxton_hale/miku/miku_awesome.mp3"
		"2"	"saxton_hale/miku/miku_come_here.mp3"
	}
Boss/Player Conditions RAGE (COMPATIBLE WITH ABILITY MANAGEMENT SYSTEM):
Code:
    "abilityX"
	{
		"name"	"rage_tfcondition"
		"arg1" "72 ; 7 ; 66 ; 7" // Boss Conditions (TFCond ; Duration)
		"arg2" "48 ; 7 ; 103 ; 7 " // Player Conditions (TFCond ; Duration)
		"arg3" "800" // Distance

		// args reserved for the ability management system, if configured to be used with AMS.
		"arg1001"	"0.0" // delay before first use
		"arg1002"	"10.0" // cooldown
		"arg1003"	"Beserk!" // name
		"arg1004"	"Gain invisibility, speed boost and double fire rate. Nearby targets are marked for death and restricted to melee." // description
		"arg1005"	"25" // rage cost
		"arg1006"	"1" // index for ability in the AMS menu
		"plugin_name"	"ff2_tfcond"
	}
For Sounds:
Code:
	"sound_tfcondition" // replace X with a number from 0 to 9, matching the tfcond sub-ability to be used with
	{
		"1"	"vo/engineer_no01.mp3"
	}

Boss/Player Conditions CHARGE (NOT COMPATIBLE WITH DYNAMIC DEFAULTS...YET):
Code:
    "abilityX"
	{
		"name"	"charge_tfcondition"
		"arg0" "1" // Can be 1 or 2 
		"arg1" "5.0" // Time to charge
		"arg2" "30.0" // Time to cooldown
		"arg3" "25.0" // RAGE Cost to use
		"arg4" "28 ; 10 ; 66 ; 7" // Boss Conditions (TFCond ; Duration)
		"arg5" "48 ; 7 ; 103 ; 7 " // Player Conditions (TFCond ; Duration)
		"arg6" "800" // Distance
		"arg7" "TFConditions is %i percent ready. When at 100 percent look up and stand up." // HUD Strings - charge status
		"arg8" "TFConditions will be avaliable in %i second(s)." // HUD Strings - cooldown status
		"arg9" "Super Duper jump is ready!" // HUD Strings -  Super-duper jump
		"arg10" "Crouch or Press Alt-fire to use TFConds!" // HUD Strings - Charge uses RAGE
		"arg11" "0" // 0 - Show HUD if FF2 hud is enabled,  1 - Force HUD even if FF2 hud is disabled (for custom HUDS)
		"buttonmode" "1" // 1 for alt-fire/duck , 2 for reload 
		"plugin_name"	"ff2_tfcond"
	}
Boss Condition press-and-hold DRAIN OVER TIME ability(Compatible with Dynamic Defaults)
Code:
	"abilityX"
	{
		"name" "special_tfcondition"
		"arg1"	"28 ; 32" // Conditions boss receives upon activation
		"arg2"	"20.0"     // Minimum required RAGE to use
		"arg3"	"0.04"     // RAGE Drain RATE
		"arg4"	"1"          // Buttonmode (0=Alt-fire, 1=RELOAD, 2=SPECIAL)
		"plugin_name"	"ff2_tfcond"
	}
Boss/Player Conditions TWEAK:
Code:
    "abilityX"
	{
		"name"	"tfconditions"
		"arg1" "33 ; -1 ; 74 ; -1" // Conditions for boss to start round with (TFCond ; Duration)
		"arg2" "24 ; -1 ; 30 ; -1" // Conditions for non-boss players to start round with (TFCond ; Duration)
		"plugin_name"	"ff2_tfcond"
	}
IF USING RAGE MENU, USE THIS VERSION: https://forums.alliedmods.net/showpo...3&postcount=23

TO-DO:
  1. Allow independent ranges for each player TFCond
  2. Add a Dynamic Defaults-compatible version of TFConditions charge

Installation:
  • ff2_tfcond.smx: rename to ff2_tfcond.ff2, then place in plugins>freaks folder
  • ff2_tfcond.sp: place in scripting>freaks folder

Changes:
  • v1.0.0
    • Initial Release
  • v1.0.1
    • Added "tfconditions" boss tweak.
  • v1.0.2
    • Added "charge_tfcondition" charged ability
    • Allowed player conditions to be specified in "tfconditions" tweak aside from boss conditions.
  • v1.0.3
    • Added missing CreateHudSynchronizer() which was forgotten in previous version
    • Fixes Invalid Handle errors due to above missing.
    • Removed the OnHaleJump forward.
  • v1.0.4
    • Added press-and-hold ability "special_tfconditions"
  • v1.0.5
    • Added support for using "rage_tfcondition" with Ability Management System!
    • Added a sound arg to play if this ability is activated from AMS
  • v1.0.6
    • Hopefully fixed frogs errors related to initializing AMS_InitSubAbility()
  • v1.0.7
    • Fixed AMS errors (thanks sarysa)
  • v1.0.8
    • Fixed string having an extra .ff2 on reflective call
    • Fixed AMS errors (thanks sarysa)
  • v1.1
    • Added ams_tfcond_{0|9} for ams-only abilities
    • Added "sound_tfcondition" and "sound_tfcondition_{0|9}"
    • Removed arg5 for rage_tfcondition
  • v1.1.1
    • removed arg4, now will auto-detect whether "ability_management_system" exists on the boss's CFG.
  • v1.2
    • Converted to modern syntax.
Attached Files
File Type: sp Get Plugin or Get Source (ff2_tfcond.sp - 447 views - 18.1 KB)
File Type: smx ff2_tfcond.smx (16.1 KB, 606 views)
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Last edited by 93SHADoW; 02-06-2021 at 01:44.
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xXDeathreusXx
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Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 05-28-2015 , 20:45   Re: [Subplugin] TFConditions
Reply With Quote #2

Explode string again for a range variable
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93SHADoW
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Old 07-29-2015 , 10:29   Re: [Subplugin] TFConditions
Reply With Quote #3

v1.0.1 Changes
  • Added "tfconditions" boss tweak.
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Last edited by 93SHADoW; 08-06-2015 at 00:08.
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xXDeathreusXx
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Location: pPlayer->GetOrigin();
Old 07-29-2015 , 13:28   Re: [Subplugin] TFConditions
Reply With Quote #4

Per player string array: String:strBuffer[MAXPLAYERS+1][buffersize]

Now call the string with strBuffer[client]
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93SHADoW
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Old 08-06-2015 , 00:08   Re: [Subplugin] TFConditions
Reply With Quote #5

v1.0.2 Changes:
  • Added "charge_tfcondition" charged ability
  • Allowed player conditions to be specified in "tfconditions" tweak aside from boss conditions.
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Scoot Sauce
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Old 08-08-2015 , 02:21   Re: [Subplugin] TFConditions
Reply With Quote #6

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
v1.0.2 Changes:
  • Added "charge_tfcondition" charged ability
  • Allowed player conditions to be specified in "tfconditions" tweak aside from boss conditions.
Can't see the HUD for the charge, need to wait for the release so i can make Missingno's charge work properelly

And this my favourite plugin for boss making
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Old 08-08-2015 , 14:59   Re: [Subplugin] TFConditions
Reply With Quote #7

"Can be 1 or 2"
Actually, unless it was changed, slot 1 can only be activated by looking up, while slot 2 is for other charged abilities and will always activate
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93SHADoW
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Old 08-10-2015 , 12:43   Re: [Subplugin] TFConditions
Reply With Quote #8

v1.0.3 Changes
  • Added missing CreateHudSynchronizer() which was forgotten in previous version (thanks M7 and Scoot Sauce for reporting this bug)
  • Fixes Invalid Handle errors due to above missing in previous version
  • Removed the OnHaleJump forward.
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Last edited by 93SHADoW; 08-10-2015 at 12:45.
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Old 08-10-2015 , 23:59   Re: [Subplugin] TFConditions
Reply With Quote #9

never did think i would be able to finish this quickly...

v1.0.4
  • Added press-and-hold ability "special_tfconditions"
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Last edited by 93SHADoW; 08-11-2015 at 00:14.
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93SHADoW
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Old 08-15-2015 , 12:45   Re: [Subplugin] TFConditions
Reply With Quote #10

Here's a big one...
  • Added support for using "rage_tfcondition" with Ability Management System!

    In use with an upcoming FemHeavy update:

  • Added a sound arg to play if this ability is activated from AMS
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Last edited by 93SHADoW; 08-15-2015 at 12:50.
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