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FF2 Freak Fortress 2 1.10.14 Released


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Chdata
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Old 01-05-2015 , 04:14   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1491

Wasn't it 16 attributes?

You can also attach some attributes to the player himself... if you're running out of space. Not all are recommended or useful that way though.
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93SHADoW
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Old 01-05-2015 , 05:13   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1492

Quote:
Originally Posted by Chdata View Post
Wasn't it 16 attributes?

You can also attach some attributes to the player himself... if you're running out of space. Not all are recommended or useful that way though.
I Had a boss with 16 attributes and it T'posed and burped out an error regarding the max amount of attributes being exceeded.

Most passive ones I just pass it down to a secondary item anyway.
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Research
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Join Date: Nov 2011
Old 01-05-2015 , 08:51   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1493

Quote:
Originally Posted by Otokiru View Post
not sure why but weapons attributes added with killstreak effects (in tf2items.weapons.txt) remove some ff2 effect like pyro detonator/flaregun jump boost, medic crossbow didnt increase ubercharge on hit
I don't use killstreak now but add some attributes(unusual, quality, etc) for long-play user hats and have same problem. but in my case, I fix it.

default ff2 code have 'public Action:TF2Items_OnGiveNamedItem' for flaregun (maybe)like this:
Code:
public Action:TF2Items_OnGiveNamedItem(client, String:classname[], iItemDefinitionIndex, &Handle:item)
{
 if(!Enabled /*|| item!=INVALID_HANDLE*/)
 {
  return Plugin_Continue;
 }
 switch(iItemDefinitionIndex)
 {
  case 39, 351, 1081:  //Flaregun, Detonator, Festive Flaregun
  {
   new Handle:itemOverride=PrepareItemHandle(item, _, _, "25 ; 0.5 ; 207 ; 1.33 ; 144 ; 1.0 ; 58 ; 3.2", true);
   if(itemOverride!=INVALID_HANDLE)
   {
    item=itemOverride;
    return Plugin_Changed;
   }
  }
I move that part in 'public Action:CheckItems' like this:
Code:
weapon=GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary);
 if(weapon && IsValidEdict(weapon))
 {
  index=GetEntProp(weapon, Prop_Send, "m_iItemDefinitionIndex");
  switch(index)
  {
   case 39, 351, 1081:  //Flaregun, Detonator, Festive Flaregun
   {
    if(GetEntProp(weapon, Prop_Send, "m_iEntityQuality")!=10)
    {
     TF2_RemoveWeaponSlot(client, TFWeaponSlot_Secondary);
     SpawnWeapon(client, "tf_weapon_flaregun", index, 1, 10, "25 ; 0.5 ; 207 ; 1.33 ; 144 ; 1.0 ; 58 ; 3.2");
    }
   }
I don't have crossbow now so can't test crossbow's attribute but flaregun high jump is working.
if you want add killstreak in flaregun, I recommend add killstreak attribute in ff2 code directly

Last edited by Research; 01-06-2015 at 00:13.
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Powerlord
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Old 01-05-2015 , 11:00   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1494

Quote:
Originally Posted by Chdata View Post
Wasn't it 16 attributes?

You can also attach some attributes to the player himself... if you're running out of space. Not all are recommended or useful that way though.
Look at the netprops list for CBaseCombatWeapon and look at its m_Attributes. Note that they are numbered 000 through 014.
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Wliu
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Join Date: Apr 2013
Old 01-05-2015 , 15:20   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1495

Quote:
Originally Posted by Nightlauncher View Post
I was wondering if anyone else has the problem of attribute: "On hit: target is marked for death" not working.
I have this problem on both v1.10.2 and v1.10.3. Even the Fan O' War isn't doing its job in the arena round.
It's not supposed to. It subtracts 8%(?) of rage from the boss per hit.
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Nightlauncher
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Join Date: May 2014
Old 01-05-2015 , 15:55   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1496

Quote:
Originally Posted by Wliu View Post
It's not supposed to. It subtracts 8%(?) of rage from the boss per hit.
I know it substracts rage from the hale on a hit.
But what I meant was, if I use the stat "On hit: marked for death" on a hale's weapon, it doesn't work, no person gets marked for death when the hale hits someone.
Even in the first arena round that plays before someone is selected to be hale, the Fan O' War, which is originally is suppose to do that, doesn't work in that way.

On a sidenote, the attribute 144 "lunchbox adds minicrits", if it's set to 2, it should give the quick fix bonusses like rocketjumping with someone and get the same speed as the healing target, right? Or does something extra come in in order to let that work?
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Powerlord
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Old 01-05-2015 , 19:43   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1497

"lunchbox adds minicrits" is just one of those poorly named attributes. It's really the "set_weapon_mode" class.

What it actually does likely depends on the weapon.
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Wliu
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Old 01-05-2015 , 21:57   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1498

Quote:
Originally Posted by Nightlauncher View Post
I know it substracts rage from the hale on a hit.
But what I meant was, if I use the stat "On hit: marked for death" on a hale's weapon, it doesn't work, no person gets marked for death when the hale hits someone.
Even in the first arena round that plays before someone is selected to be hale, the Fan O' War, which is originally is suppose to do that, doesn't work in that way.

On a sidenote, the attribute 144 "lunchbox adds minicrits", if it's set to 2, it should give the quick fix bonusses like rocketjumping with someone and get the same speed as the healing target, right? Or does something extra come in in order to let that work?
I'll take a look then.

Also, it's really interesting how !ff2help hasn't existed at least since I took over (>1 year ago), yet no one found out until now .

*Unless of course Ctrl+F isn't working properly.
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DarkEvil
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Old 01-07-2015 , 08:40   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1499

Hi all,,
Today, I installed FF2 on my server but the hales are showing error. I'm try to fix it but I can't can someone help me with that?
- I have a FastDL Server
- My server is on sv_pure 1
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Research
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Old 01-07-2015 , 09:32   Re: Freak Fortress 2 1.10.3 Released
Reply With Quote #1500

Quote:
Originally Posted by DarkEvil View Post
Hi all,,
Today, I installed FF2 on my server but the hales are showing error. I'm try to fix it but I can't can someone help me with that?
- I have a FastDL Server
- My server is on sv_pure 1
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