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FF2 [BOSS] 弾幕ドクター ~ Blitzkrieg (BETA 3.35)


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Wliu
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Join Date: Apr 2013
Old 10-11-2014 , 10:41   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #21

Wow.
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Transit Of Venus
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Join Date: May 2014
Location: Australia
Old 10-15-2014 , 13:38   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #22

Now you've taken the good part on the song "One" it now better suites him, His 2 songs are good but on my config I have added all 4 now. If you wanted him to be 3 songs again then i'd suggest Strength Of A Thousand Men...

The hale is quite OP but awesome

Last edited by Transit Of Venus; 10-15-2014 at 13:39. Reason: A for Awesome!
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RavensBro
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Old 10-22-2014 , 00:16   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #23

L 10/21/2014 - 19:20:09: [SM] Native "KillTimer" reported: Invalid timer handle 0 (error 4)
L 10/21/2014 - 19:20:09: [SM] Displaying call stack trace for plugin "freaks\s93_blitzkrieg.ff2":
L 10/21/2014 - 19:20:09: [SM] [0] Line 518, C:\Users\CHRiS\Desktop\s93\TF2 INSTALL\addons\sourcemod\scripting\s93_blitzk rieg.sp::event_round_end()
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 10-22-2014 , 00:47   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #24

Quote:
Originally Posted by RavensBro View Post
L 10/21/2014 - 19:20:09: [SM] Native "KillTimer" reported: Invalid timer handle 0 (error 4)
L 10/21/2014 - 19:20:09: [SM] Displaying call stack trace for plugin "freaks\s93_blitzkrieg.ff2":
L 10/21/2014 - 19:20:09: [SM] [0] Line 518, C:\Users\CHRiS\Desktop\s93\TF2 INSTALL\addons\sourcemod\scripting\s93_blitzk rieg.sp::event_round_end()
Thanks. Been trying to tackle this for a while. This should fix it for good:

PHP Code:
public Action:event_round_end(Handle:event, const String:name[], bool:dontBroadcast)
{
    if (
screwgravity!=INVALID_HANDLE)
        {
            
KillTimer(screwgravity);
            
screwgravity INVALID_HANDLE;
            
PrintToServer("Killing the gravity timer");
        }
    else if (
crockethell!=INVALID_HANDLE)
        {
            
KillTimer(crockethell);
            
crockethell INVALID_HANDLE;
            
PrintToServer("Killing the weapon timer");
        }
    return 
Plugin_Continue;

The PrintToServer stuff is for debugging reasons.
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Last edited by 93SHADoW; 10-22-2014 at 00:53.
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Old 10-24-2014 , 19:38   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #25

So i skipped 1.74 for BETA 1.75, as 1.74 had some issues and never made it to public release.
  • Level difficulty for Blitzkrieg's weapons can now be adjusted! 7 difficulty levels to configure!
  • Can configure combat style for a mixed combat (rocket launcher + ubersaw) or Pure Danmaku (rocket launcher + unlimited ammo).
  • Fixed this, which in certain occasions would cause the next boss to receive Blitzkrieg's rocket launchers if he was defeated too quickly:
    Quote:
    Originally Posted by RavensBro View Post
    L 10/21/2014 - 19:20:09: [SM] Native "KillTimer" reported: Invalid timer handle 0 (error 4)
    L 10/21/2014 - 19:20:09: [SM] Displaying call stack trace for plugin "freaks\s93_blitzkrieg.ff2":
    L 10/21/2014 - 19:20:09: [SM] [0] Line 518, C:\Users\CHRiS\Desktop\s93\TF2 INSTALL\addons\sourcemod\scripting\s93_blitzk rieg.sp::event_round_end()
  • Subplugin now has Updater support & needs updater.inc to manually compile.
  • Decreased damage penalty to -50%
  • PrintToServer stuff for testing purposes.
  • For FF2 servers using the mantreads effect, Attribute 275 has been added to his config to cancel fall damage but still allow him to rocket jump.

I hope for this to be the last 1.x release until BETA 2.x (unless some bugs are reported)

One thing i want to bring over is the MvM Reanimator whenever a player in the non-boss team dies, so that medics have a chance to "respawn" players if any are around. After a certain amount of time has passed, if no medic heals the dead player's reanimator, they lost their chance to respawn....
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Last edited by 93SHADoW; 10-27-2014 at 02:20.
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Old 10-27-2014 , 12:49   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #26

BETA 1.76:
  • Finally, finally got rid of the infamous "weapon inheritance" bug which in some cases the next boss would inherit Blitzkrieg's weaponset due to timers not being killed correctly (thanks friagram for the help, M7 & Ravensbro for reporting this bug).
  • Added aggressive checks to prevent this "weapon inheritance" bug.
  • Tidying up some code
  • Now don't expect any more 1.x BETA patches until BETA 2 unless another bug appears
    (BETA 2 hopefully to be released sometime in December or January).
  • If using updater, it should update the subplugin to the latest version. Full package download already includes this update.
  • Added Easy Mode, so now heres the arg value for the difficulty levels:
    • 0 = Easy
    • 1 = Normal (default)
    • 2 = Intermediate
    • 3 = Difficult
    • 4 = Lunatic
    • 5 = Insane
    • 6 = Godlike
    • 7 = Rocket Hell
    • 8 = Total Blitzkrieg


If anyone wants to contribute on Github, feel free to: https://github.com/shadow93/tf2danmaku
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Last edited by 93SHADoW; 12-07-2014 at 12:34.
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Proaxel
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Join Date: Oct 2014
Old 10-29-2014 , 02:59   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #27

This looks really awesome
Maybe, for a nice little touch, have it play that Spell Card Attack sound from Touhou every time he Rages/Loses a Life. Just another nice little nod to that danmaku we all know.
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Old 11-22-2014 , 19:13   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #28

Those who have Github can report bugs or suggestions for changes in his subplugin. Whatever stuff im trying to implement or currently experimenting with is in the exprimental branch (duh).

https://github.com/shadow93/tf2danmaku/tree/master <- STABLE BUILDS (CURRENT STABLE BETA: 1.77)

https://github.com/shadow93/tf2danma...e/experimental <- EXPERIMENTAL STUFF (CURRENT EXPERIMENTAL BETA: 1.7

Current STABLE BETA is v1.77.

Just for fun, here's some screenshots from the very early versions of Blitzkrieg:
Spoiler


And as a sneak peek for BETA 2:
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Last edited by 93SHADoW; 12-07-2014 at 12:19.
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Old 12-07-2014 , 12:30   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #29

BETA 1.77 is up to once again address the infamous weapon inheritance bug that can replicate sometimes due to a bugged goomba stomp or certain events.

Also some new features added:
  • Blitzkrieg now gains a B.A.S.E Jumper!
  • Weapon difficulty level can be randomized now! Set arg1 to 0 to enable randomization of difficulty level
  • Rage/Death effect rocket ammo moved to blitzkrieg_config
  • Added custom black box, custom air strike, custom beggar's bazooka to the custom weapons list
  • Mediguns now have healing mastery + overheal expert applied
  • Dispenser range increased for engineers
  • HP formula buffed to 170 from 150
  • He now makes fun of your hat or weapon if on a killing spree.
  • Rampage timer now only applies if danmaku only mode is set. On mixed combat mode, life loss rocket launcher will retain until all ammo is out.
  • Killfeed now registers as meteor shower spell
  • Higher difficulty levels now engulf players in flames
  • On round start, his difficulty level notification will be printed to the chat
  • The fallen soldier's soul who laid dormant for a while in Blitzkrieg has now AWAKENED! Blitzkrieg's class will change to either Soldier or Medic (and respective voice lines during rage/death effect will indicate whether the fallen soldier has taken over Blitzkrieg or not, as well as voice responses/commands). This was the very soldier who Blitzkrieg was healing a while back, and due to his reanimator falling into a grinder, he never had the chance to revive his fallen teammate. Now the fallen soldier wants REVENGE!
  • Fixed custom weapons unable to get ammo
  • teamplay_round_start changed to arena_round_start event
  • teamplay_round_end changed to arena_win_panel
  • BGM has now been changed to a single track: Metallica's Ecstasy of Gold
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Transit Of Venus
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Location: Australia
Old 12-09-2014 , 12:38   Re: [BOSS] The Blitzkrieg (BETA)
Reply With Quote #30

Another hale is using the theme Ecstasy of Gold, And that's Zer0, I like the B.A.S.E Jumper but I did not add any of the new voice lines sorry. I just did not like them
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