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[TF2] The Amplifier


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naris
AlliedModders Donor
Join Date: Dec 2006
Old 05-23-2010 , 17:11   Re: [TF2] The Amplifier
Reply With Quote #101

Quote:
Originally Posted by Eggman View Post
I can't understand what is remore plugin
The remote plugin is the remote control plugin that allows an engineer's objects to be "remote controlled" and driven arounf the map. It also provides natives to build objects and to place limits on how many can be built (for when more than 1 can be built, either by modifying objects.txt or using the build natives).

Quote:
Originally Posted by Eggman View Post
why engineer can't regenerate AMP's metal
The amplifier's can't generate their own metal and neiter can engineers increase their metal because the plugin keeps them disables so they don't heal anyone (which also disables metal generation).

Quote:
Originally Posted by Eggman View Post
why default amplifier_condition is 16, not 11 (Idea is AMP is CRIT dispenser, not MINI-crit)
The default can certainly be changed, I only made the default buff instead of crit because of the many comments about how crit is OverPowered.

Quote:
Originally Posted by Eggman View Post
AmplifierOn for 2048 players o_0
AmplifierOn for 2048 entities, not players. It tracks amplifier data per amplifier (enitity), not per player since it allows each player to have more than 1 and each amplifier can be different (when you use the native interface to make them).

Quote:
Originally Posted by Eggman View Post
And amp's waves is faint
The Amplifiers wave are varied depending on how much metal the amplifier has, they start out faint and get brighter as the amplifier gains metal.

Quote:
Originally Posted by Eggman View Post
And I haven't linux server, you think it working on that without bugs?
Actually, all of our servers run linux, so it definitely works on linux servers.

Quote:
Originally Posted by Eggman View Post
#tryinclude "ztf2grab"
What is this?
Oh yeah, ztf2grab plugin provides a "gravity gun" that can pick up engineers objects, carry them around and throw them.

The #tryinclude attempts to include the "header" file for that plugin and, if it's there, hooks the OnPickupObject() forward so that Krit, Uber and Buff amplifiers can't be picked up using that plugin.

If the "header" file for ztfgrab.inc isn't found, then it doesn't fail and compiles the code without that functionality, making it optional.

Last edited by naris; 05-23-2010 at 19:18.
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naris
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Join Date: Dec 2006
Old 05-23-2010 , 17:13   Re: [TF2] The Amplifier
Reply With Quote #102

Quote:
Originally Posted by Sreaper View Post
Actually, that's the topic for my remove control/build plugin.

This is the topic for the grabber/gravity gun plugin:
http://forums.alliedmods.net/showthread.php?p=644098

and this is the link to the ztf2grab version I made for TF2
http://forums.alliedmods.net/showpos...0&postcount=19
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Eggman
Senior Member
Join Date: Jan 2010
Old 05-25-2010 , 06:55   Re: [TF2] The Amplifier
Reply With Quote #103

Any think, must I send AMP to contribute and polycount?
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noodleboy347
AlliedModders Donor
Join Date: Mar 2009
Old 05-25-2010 , 09:49   Re: [TF2] The Amplifier
Reply With Quote #104

Quote:
Originally Posted by Eggman View Post
Any think, must I send AMP to contribute and polycount?
I don't really think it fits too much with the TF2 style, it does look good but the textures are kinda meh.
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PMAvers
Member
Join Date: Sep 2009
Old 05-25-2010 , 13:55   Re: [TF2] The Amplifier
Reply With Quote #105

Very cool update, by the way. Seems to be working fine.

Since there seems to be cvars for just about everything else, any chance for one that changes the Amplifier's build time?

Also, any chance for a full list of effects that it can dispenses?
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naris
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Join Date: Dec 2006
Old 05-25-2010 , 14:44   Re: [TF2] The Amplifier
Reply With Quote #106

Quote:
Originally Posted by PMAvers View Post
Since there seems to be cvars for just about everything else, any chance for one that changes the Amplifier's build time?
Amplifiers don't actually get built. A dispenser gets built and then, after it has finished building, it gets converted to a dispenser. However, I suppose you could modify the DispCheckStage1() and/or DispCheckStage2() to "change the build time". If you want it to be longer, change the 4.0 second delay where it creates the time for DispCheckStage1. I don't think making the build time shorter than the time to build the underlying dispenser would work very well, but you could try.

Thee are also TF2 convars that can be used to change the build time globally.

Quote:
Originally Posted by PMAvers View Post
Also, any chance for a full list of effects that it can dispenses?
Any of the TF2 conditions:
PHP Code:
enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Zoomed// 1
    
TFCond_Disguising// 2
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_TeleportedGlow// 6
    
TFCond_Taunting// 7
    
TFCond_UberchargeFading// 8
    
TFCond_Unknown1// 9
    
TFCond_Teleporting// 10
    
TFCond_Kritzkrieged// 11
    
TFCond_Unknown2// 12
    
TFCond_DeadRingered// 13
    
TFCond_Bonked// 14
    
TFCond_Dazed// 15
    
TFCond_Buffed// 16
    
TFCond_Charging// 17
    
TFCond_DemoBuff// 18
    
TFCond_Healing// 19
    
TFCond_OnFire//20
    
TFCond_Overhealed// 21
    
TFCond_Jarated // 22
}; 
However, a lot of those are either not very useful or don't really do anything when the condition is added directly to the player.

The most useful ones are:
PHP Code:
enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_Taunting// 7
    
TFCond_Kritzkrieged// 11
    
TFCond_Bonked// 14
    
TFCond_Buffed// 16
    
TFCond_OnFire//20
    
TFCond_Jarated // 22
}; 
Also, there is additional code so that OnFire uses TF2_IgnitePlayer() and both Disguised and Cloaked turn the condition off, instead of on.

Taunt sends a taunt command to the client (which is actually probably too OP to be useful)

These conditions are sent to enemies instead of allies:
PHP Code:
 TFCond_SlowedTFCond_ZoomedTFCond_TeleportedGlow,
 
TFCond_TauntingTFCond_BonkedTFCond_DazedTFCond_OnFire,
 
TFCond_JaratedTFCond_DisguisedTFCond_Cloaked

Last edited by naris; 05-25-2010 at 15:58.
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naris
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Join Date: Dec 2006
Old 05-25-2010 , 14:46   Re: [TF2] The Amplifier
Reply With Quote #107

Quote:
Originally Posted by Eggman View Post
Any think, must I send AMP to contribute and polycount?
I would say yes, definitely submit it to polycount/valve
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 05-30-2010 , 10:39   Re: [TF2] The Amplifier
Reply With Quote #108

Can it now be approved?
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Sam-1-14
Member
Join Date: May 2010
Old 06-06-2010 , 00:40   Re: [TF2] The Amplifier
Reply With Quote #109

Quote:
Originally Posted by naris View Post
Amplifiers don't actually get built. A dispenser gets built and then, after it has finished building, it gets converted to a dispenser. However, I suppose you could modify the DispCheckStage1() and/or DispCheckStage2() to "change the build time". If you want it to be longer, change the 4.0 second delay where it creates the time for DispCheckStage1. I don't think making the build time shorter than the time to build the underlying dispenser would work very well, but you could try.

Thee are also TF2 convars that can be used to change the build time globally.



Any of the TF2 conditions:
PHP Code:
enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Zoomed// 1
    
TFCond_Disguising// 2
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_TeleportedGlow// 6
    
TFCond_Taunting// 7
    
TFCond_UberchargeFading// 8
    
TFCond_Unknown1// 9
    
TFCond_Teleporting// 10
    
TFCond_Kritzkrieged// 11
    
TFCond_Unknown2// 12
    
TFCond_DeadRingered// 13
    
TFCond_Bonked// 14
    
TFCond_Dazed// 15
    
TFCond_Buffed// 16
    
TFCond_Charging// 17
    
TFCond_DemoBuff// 18
    
TFCond_Healing// 19
    
TFCond_OnFire//20
    
TFCond_Overhealed// 21
    
TFCond_Jarated // 22
}; 
However, a lot of those are either not very useful or don't really do anything when the condition is added directly to the player.

The most useful ones are:
PHP Code:
enum TFCond
{
    
TFCond_Slowed 0,
    
TFCond_Disguised// 3
    
TFCond_Cloaked// 4
    
TFCond_Ubercharged// 5
    
TFCond_Taunting// 7
    
TFCond_Kritzkrieged// 11
    
TFCond_Bonked// 14
    
TFCond_Buffed// 16
    
TFCond_OnFire//20
    
TFCond_Jarated // 22
}; 
Also, there is additional code so that OnFire uses TF2_IgnitePlayer() and both Disguised and Cloaked turn the condition off, instead of on.

Taunt sends a taunt command to the client (which is actually probably too OP to be useful)

These conditions are sent to enemies instead of allies:
PHP Code:
 TFCond_SlowedTFCond_ZoomedTFCond_TeleportedGlow,
 
TFCond_TauntingTFCond_BonkedTFCond_DazedTFCond_OnFire,
 
TFCond_JaratedTFCond_DisguisedTFCond_Cloaked
Valve made some changes to those
jarate is now 23
onfire 21
overheal 22
healing 20
crit-a-cola 19
EDIT: and to those of you who want to 'balance' out the amp, use "amplifier_condition 19"

Last edited by Sam-1-14; 06-06-2010 at 13:39.
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snowyiet
Member
Join Date: Jan 2010
Old 06-07-2010 , 17:39   Re: [TF2] The Amplifier
Reply With Quote #110

Quote:
Originally Posted by Sam-1-14 View Post
Valve made some changes to those
jarate is now 23
onfire 21
overheal 22
healing 20
crit-a-cola 19
EDIT: and to those of you who want to 'balance' out the amp, use "amplifier_condition 19"
Making the Amplifier give the crit-a-cola effect would allow players to grief by building it in areas where players are defending, such as right around the intel or battlements, capture points. It's like throwing jarate on your teammates.
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