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FF2 Cloak Pack Abilities


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LordHotPocketHomicide
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Join Date: Aug 2016
Location: This Realm of Existence
Old 02-14-2021 , 22:08   Cloak Pack Abilities
Reply With Quote #1

I've always liked the idea of stealth hales in FF2, though I don't think I've ever seen a boss get it quite right. I figured I'd try and solve part of this by writing a simple ability pack that lets users do some fancy things using invis watches!


#1: Cloak Speed
Very self-explanatory. This ability allows the user to have a set speed while cloaked.
Code:
"abilityX"
{
	"name"		"cloakpack_speed"
		
	"arg0"		"520.0" 	//Boss' speed while cloaked (1.0 - 520.0)
		
	"plugin_name"	"ff2_cloakpack"
}
#2: Status Invulnerability
Allows the user to become invulnerable to various status effects while cloaked. Really useful for making hales hard to track while invisible.
Code:
"abilityX"
{
	"name"		"cloakpack_statinvuln"
		
	"arg0"		"1"	//Milk immunity while cloaked
	"arg1"		"1"	//Flame immunity while cloaked
	"arg2"		"1"	//Gas immunity while cloaked
	"arg3"		"1"	//Bleed immunity while cloaked
	"arg4"		"1"	//Jarate immunity while cloaked
	"arg5"		"1"	//Marked-For-Death immunity while cloaked
	"arg6"		"1"	//Flicker immunity while cloaked (cloak doesn't glow when bumping/taking damage)
	"arg7"		"1"	//Stun immunity while cloaked
		
	"plugin_name"	"ff2_cloakpack"
}
#3: No Collision
Allows the user to pass through opponents while cloaked. Works similarly to Le Fantôme, as seen in Karma Charger's video.
Code:
"abilityX"
{
	"name"		"cloakpack_nocollision"
		
	"arg0"		"0.05"		//Additional  cloak drain per tick while in contact with another player while cloaked (can be anywhere from 0.0 to 100.0, though anything above 0.1 gets insanely fast)
	"arg1"		"2"		//Which method should be used to handle instances where the user decloaks inside of an enemy player?
					//0: User cannot decloak inside of other players
					//1: User can freely decloak
					//2: User can decloak, and will kill whoever is touching them at that point in time (much like a telefrag)
	"arg2"		"125.0"		//Distance the boss must be from a player upon decloaking in order to be considered "stuck". Collision models for players in TF2 have a height of 83.0 and a width of 49.0, so you should consider these to be minimum values.
		
	"plugin_name"	"ff2_cloakpack"
}
#4: Damage Control
Modifies all damage the user takes while cloaked, potentially adjusting their cloak meter.
Code:
"abilityX"
{
	"name"		"cloakpack_damage"
		
	"arg0"		"0.5"		//Amount to multiply all damage taken while cloaked
	"arg1"		"0.0"		//Amount to drain user's cloak when hit while cloaked
		
	"plugin_name"	"ff2_cloakpack"
}
#5: Cloak Particles
Gives the user some fancy particles. One spawns when cloak is activated, another follows the user like a trail while their cloak is active, another spawns when cloak is deactivated.
Code:
"abilityX"
{
	"name"		"cloakpack_particles"
		
	"arg0"		""				//Particle effect to display when cloak is activated (blank for none)
	"arg1"		"passtime_tv_projection"	//Particle effect to display while cloaked (blank for none)
	"arg2"		"root"				//Particle attachment point for arg3 (blank for none)
	"arg3"		""				//Particle effect to display when cloak is deactivated (blank for none)
	"arg4"		"1.5"				//Arg0 particle lifetime (0.0 = permanent. Alternatively, particles which are designed to only play once rather than loop, such as explosions, will only play once if this is 0.0)
	"arg5"		"3.0"				//Arg3 particle lifetime (Same rules as arg4)
	"arg6"		"root"				//Arg0 particle attachment point
	"arg7"		"root"				//Arg3 attachment point
		
	"plugin_name"	"ff2_cloakpack"
}
#6: Cloak Sounds
Allows the user's cloak to emit sounds. Works similarly to Cloak Particles, just with sounds instead of particles. NOTE: Your sounds won't play unless you include them in the sound_precache section of your CFG!
Code:
"abilityX"
{
	"name"		"cloakpack_noise" 
		
	"arg0"		"player/resistance_medium4.wav"		//Sound played when cloak is activated, relative to the sound folder (blank for none)
	"arg1"		"100"					//Arg0 volume, 1-255 (default: 100)
	"arg2"		"passtime/tv2.wav"			//Passive sound while cloak is active, relative to the sound folder (blank for none)
	"arg3"		"75"					//Arg2 volume, 1-255 (default: 100)
	"arg4"		"player/resistance_heavy1.wav"		//Sound played when cloak is deactivated, relative to the sound folder (blank for none)
	"arg5"		"100"					//Arg4 volume, 1-255 (default: 100)
	"arg6"		"1"					//Sound mode (0: boss cannot hear their own sounds, 1: all can hear)
	"arg7"		"6.5715"				//Arg2's sound duration, in seconds, if not blank (more precise = smoother looping)
		
	"plugin_name"	"ff2_cloakpack"
}
#7: Cloak Overcharge Bomb
An extra ability I wrote for fun. Allows the user to charge a customizable explosive while cloaked, which automatically activates when the user decloaks, assuming it's not on cooldown and they have sufficient rage to trigger the bomb. NOTE: As with Cloak Sounds, the sounds you choose for this ability must be included in the config's sound_precache section, otherwise they won't play.
Code:
"abilityX"
{
	"name"		"cloakpack_overcharge_bomb"
		
	"arg0"		"0.0"							//Base damage
	"arg1"		"1.0"							//Damage gained per 0.1 seconds the user is cloaked
	"arg2"		"0.1"							//Damage gained per point of damage taken while cloaked
	"arg3"		"500.0"							//Max explosion damage
	"arg4"		"25.0"							//Base explosion radius
	"arg5"		"1.02"							//Amount to multiply the explosion radius per 0.1 seconds the user is cloaked
	"arg6"		"1.02"							//Amount to multiply the explosion radius per point of damage taken while cloaked
	"arg7"		"1250.0"						//Max explosion radius
	"arg8"		"1.5"							//Damage falloff strength (1.0 = no falloff)
	"arg9"		"30.0"							//Time, in seconds, between each overcharge explosion
	"arg10"		"50.0"							//Rage cost per overcharge explosion
	"arg11"		"4.0"							//Duration to stun the user before the explosion occurs (0.0 = no stun, no warning, the user just explodes as soon as they decloak)
	"arg12"		"freak_fortress_2/pentagonthief/teleport.mp3"		//Warning sound to play when the user decloaks, if arg11 isn't 0.0 (blank for none)
	"arg13"		"WARNING: THE BOSS' CLOAK IS ABOUT TO OVERCHARGE!"	//Warning message to play to all enemies when the user decloaks, if arg11 isn't 0.0 (blank for none)
	"arg14"		"misc/halloween/spell_spawn_boss.wav"			//Overcharge bomb sound effect (blank for none)
	"arg15"		"0"							//If the user decloaks without triggering an overcharge explosion, should their stats be reset? 0: no, 1: yes
	"arg16"		"-1.0"							//HUD X position (-1.0 = center)
	"arg17"		"0.1"							//HUD Y position (-1.0 = center)
	"arg18"		"1"							//Should the user be invulnerable while stunned by the overcharge's activation? (Only used if arg11 isn't 0.0)
	"arg19"		"fireSmoke_collumn_mvmAcres"				//Particle name used for the overcharge explosion
		
	"plugin_name"	"ff2_cloakpack"
}
#8: Cloak Pack Model Fix
Something weird I noticed about TF2's cloak system is that it doesn't always work; what I mean by that is if a model has custom textures or particles attached to it, you don't become invisible when cloaking. This extra ability I wrote solves that by changing your model to that of a stock spy while you're cloaked, then back to whatever it's supposed to be when you decloak.
Code:
"abilityX"
{
	"name"		"cloakpack_fixmodel"
	"plugin_name"	"ff2_cloakpack"
}
Attached Files
File Type: sp Get Plugin or Get Source (ff2_cloakpack.sp - 134 views - 36.8 KB)
File Type: smx ff2_cloakpack.smx (18.9 KB, 172 views)
__________________
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Last edited by LordHotPocketHomicide; 03-05-2021 at 17:21. Reason: Fixed a bug with damage control and added model fix
LordHotPocketHomicide is offline
LordHotPocketHomicide
Member
Join Date: Aug 2016
Location: This Realm of Existence
Old 03-05-2021 , 17:22   Re: Cloak Pack Abilities
Reply With Quote #2

Bumped: fixed a glitch with Damage Control and added Model Fix. Also fixed the Overcharge Bomb's hud text not displaying to enemies. I've updated the OP's attachments accordingly.
__________________
Professional retard. I might borrow some code, but I always try to give credit when I do! If you've noticed I've borrowed some of your code, and you have a problem with that, please add me on Steam and let me know so I can correct the problem as soon as possible!

Last edited by LordHotPocketHomicide; 03-05-2021 at 17:25.
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FurretX
Member
Join Date: Jul 2021
Location: Your Walls
Old 09-27-2021 , 21:42   Re: Cloak Pack Abilities
Reply With Quote #3

Quote:
Originally Posted by LordHotPocketHomicide View Post
I've always liked the idea of stealth hales in FF2, though I don't think I've ever seen a boss get it quite right. I figured I'd try and solve part of this by writing a simple ability pack that lets users do some fancy things using invis watches!


#1: Cloak Speed
Very self-explanatory. This ability allows the user to have a set speed while cloaked.
Code:
"abilityX"
{
	"name"		"cloakpack_speed"
		
	"arg0"		"520.0" 	//Boss' speed while cloaked (1.0 - 520.0)
		
	"plugin_name"	"ff2_cloakpack"
}
#2: Status Invulnerability
Allows the user to become invulnerable to various status effects while cloaked. Really useful for making hales hard to track while invisible.
Code:
"abilityX"
{
	"name"		"cloakpack_statinvuln"
		
	"arg0"		"1"	//Milk immunity while cloaked
	"arg1"		"1"	//Flame immunity while cloaked
	"arg2"		"1"	//Gas immunity while cloaked
	"arg3"		"1"	//Bleed immunity while cloaked
	"arg4"		"1"	//Jarate immunity while cloaked
	"arg5"		"1"	//Marked-For-Death immunity while cloaked
	"arg6"		"1"	//Flicker immunity while cloaked (cloak doesn't glow when bumping/taking damage)
	"arg7"		"1"	//Stun immunity while cloaked
		
	"plugin_name"	"ff2_cloakpack"
}
#3: No Collision
Allows the user to pass through opponents while cloaked. Works similarly to Le Fantôme, as seen in Karma Charger's video.
Code:
"abilityX"
{
	"name"		"cloakpack_nocollision"
		
	"arg0"		"0.05"		//Additional  cloak drain per tick while in contact with another player while cloaked (can be anywhere from 0.0 to 100.0, though anything above 0.1 gets insanely fast)
	"arg1"		"2"		//Which method should be used to handle instances where the user decloaks inside of an enemy player?
					//0: User cannot decloak inside of other players
					//1: User can freely decloak
					//2: User can decloak, and will kill whoever is touching them at that point in time (much like a telefrag)
	"arg2"		"125.0"		//Distance the boss must be from a player upon decloaking in order to be considered "stuck". Collision models for players in TF2 have a height of 83.0 and a width of 49.0, so you should consider these to be minimum values.
		
	"plugin_name"	"ff2_cloakpack"
}
#4: Damage Control
Modifies all damage the user takes while cloaked, potentially adjusting their cloak meter.
Code:
"abilityX"
{
	"name"		"cloakpack_damage"
		
	"arg0"		"0.5"		//Amount to multiply all damage taken while cloaked
	"arg1"		"0.0"		//Amount to drain user's cloak when hit while cloaked
		
	"plugin_name"	"ff2_cloakpack"
}
#5: Cloak Particles
Gives the user some fancy particles. One spawns when cloak is activated, another follows the user like a trail while their cloak is active, another spawns when cloak is deactivated.
Code:
"abilityX"
{
	"name"		"cloakpack_particles"
		
	"arg0"		""				//Particle effect to display when cloak is activated (blank for none)
	"arg1"		"passtime_tv_projection"	//Particle effect to display while cloaked (blank for none)
	"arg2"		"root"				//Particle attachment point for arg3 (blank for none)
	"arg3"		""				//Particle effect to display when cloak is deactivated (blank for none)
	"arg4"		"1.5"				//Arg0 particle lifetime (0.0 = permanent. Alternatively, particles which are designed to only play once rather than loop, such as explosions, will only play once if this is 0.0)
	"arg5"		"3.0"				//Arg3 particle lifetime (Same rules as arg4)
	"arg6"		"root"				//Arg0 particle attachment point
	"arg7"		"root"				//Arg3 attachment point
		
	"plugin_name"	"ff2_cloakpack"
}
#6: Cloak Sounds
Allows the user's cloak to emit sounds. Works similarly to Cloak Particles, just with sounds instead of particles. NOTE: Your sounds won't play unless you include them in the sound_precache section of your CFG!
Code:
"abilityX"
{
	"name"		"cloakpack_noise" 
		
	"arg0"		"player/resistance_medium4.wav"		//Sound played when cloak is activated, relative to the sound folder (blank for none)
	"arg1"		"100"					//Arg0 volume, 1-255 (default: 100)
	"arg2"		"passtime/tv2.wav"			//Passive sound while cloak is active, relative to the sound folder (blank for none)
	"arg3"		"75"					//Arg2 volume, 1-255 (default: 100)
	"arg4"		"player/resistance_heavy1.wav"		//Sound played when cloak is deactivated, relative to the sound folder (blank for none)
	"arg5"		"100"					//Arg4 volume, 1-255 (default: 100)
	"arg6"		"1"					//Sound mode (0: boss cannot hear their own sounds, 1: all can hear)
	"arg7"		"6.5715"				//Arg2's sound duration, in seconds, if not blank (more precise = smoother looping)
		
	"plugin_name"	"ff2_cloakpack"
}
#7: Cloak Overcharge Bomb
An extra ability I wrote for fun. Allows the user to charge a customizable explosive while cloaked, which automatically activates when the user decloaks, assuming it's not on cooldown and they have sufficient rage to trigger the bomb. NOTE: As with Cloak Sounds, the sounds you choose for this ability must be included in the config's sound_precache section, otherwise they won't play.
Code:
"abilityX"
{
	"name"		"cloakpack_overcharge_bomb"
		
	"arg0"		"0.0"							//Base damage
	"arg1"		"1.0"							//Damage gained per 0.1 seconds the user is cloaked
	"arg2"		"0.1"							//Damage gained per point of damage taken while cloaked
	"arg3"		"500.0"							//Max explosion damage
	"arg4"		"25.0"							//Base explosion radius
	"arg5"		"1.02"							//Amount to multiply the explosion radius per 0.1 seconds the user is cloaked
	"arg6"		"1.02"							//Amount to multiply the explosion radius per point of damage taken while cloaked
	"arg7"		"1250.0"						//Max explosion radius
	"arg8"		"1.5"							//Damage falloff strength (1.0 = no falloff)
	"arg9"		"30.0"							//Time, in seconds, between each overcharge explosion
	"arg10"		"50.0"							//Rage cost per overcharge explosion
	"arg11"		"4.0"							//Duration to stun the user before the explosion occurs (0.0 = no stun, no warning, the user just explodes as soon as they decloak)
	"arg12"		"freak_fortress_2/pentagonthief/teleport.mp3"		//Warning sound to play when the user decloaks, if arg11 isn't 0.0 (blank for none)
	"arg13"		"WARNING: THE BOSS' CLOAK IS ABOUT TO OVERCHARGE!"	//Warning message to play to all enemies when the user decloaks, if arg11 isn't 0.0 (blank for none)
	"arg14"		"misc/halloween/spell_spawn_boss.wav"			//Overcharge bomb sound effect (blank for none)
	"arg15"		"0"							//If the user decloaks without triggering an overcharge explosion, should their stats be reset? 0: no, 1: yes
	"arg16"		"-1.0"							//HUD X position (-1.0 = center)
	"arg17"		"0.1"							//HUD Y position (-1.0 = center)
	"arg18"		"1"							//Should the user be invulnerable while stunned by the overcharge's activation? (Only used if arg11 isn't 0.0)
	"arg19"		"fireSmoke_collumn_mvmAcres"				//Particle name used for the overcharge explosion
		
	"plugin_name"	"ff2_cloakpack"
}
#8: Cloak Pack Model Fix
Something weird I noticed about TF2's cloak system is that it doesn't always work; what I mean by that is if a model has custom textures or particles attached to it, you don't become invisible when cloaking. This extra ability I wrote solves that by changing your model to that of a stock spy while you're cloaked, then back to whatever it's supposed to be when you decloak.
Code:
"abilityX"
{
	"name"		"cloakpack_fixmodel"
	"plugin_name"	"ff2_cloakpack"
}
This looks very nice!
I do got a question though.
Does the cloak abilities act as their own cloak watch or does it apply to a cloak watch already given to the boss?
__________________
FurretX
FF2 Boss Developer for Gemara Servers
FF2 Boss Developer for The Freaks of Mann City
Owner of FXFF2

“Nothing will ever work first try.”

Feel free to message me, I’ll respond within a few days.
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The Great Weegee
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Join Date: Dec 2017
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Old 09-28-2021 , 04:22   Re: Cloak Pack Abilities
Reply With Quote #4

Quote:
Originally Posted by FurretX View Post
This looks very nice!
I do got a question though.
Does the cloak abilities act as their own cloak watch or does it apply to a cloak watch already given to the boss?
Apply to a cloak watch already given to boss.
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FurretX
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Join Date: Jul 2021
Location: Your Walls
Old 09-28-2021 , 16:55   Re: Cloak Pack Abilities
Reply With Quote #5

Quote:
Originally Posted by The Great Weegee View Post
Apply to a cloak watch already given to boss.
Ah ok, thanks!
__________________
FurretX
FF2 Boss Developer for Gemara Servers
FF2 Boss Developer for The Freaks of Mann City
Owner of FXFF2

“Nothing will ever work first try.”

Feel free to message me, I’ll respond within a few days.
FurretX is offline
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