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FF2 [Subplugin] Cast Projectile (Updated 03.06.2022)


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J0BL3SS
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Join Date: Sep 2020
Location: Turkey/Istanbul
Old 12-10-2020 , 13:22   [Subplugin] Cast Projectile (Updated 03.06.2022)
Reply With Quote #1

I did something like this at neon_inferno's request.

Code:
"abilityX"	//Replace X with your last ability number
{
	"name"	"rage_projectile_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
	"arg1"	"tf_projectile_lightningorb"		// Projectile Name
	"arg2"	"1100.0"							// Velocity
	"plugin_name"	"ff2_castprojectile"
}
"abilityX"	//Replace X with your last ability number
{
	"name"	"rage_projectile_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
	"arg1"	"tf_projectile_spellfireball"		// Projectile Name
	"arg2"	"1100.0"							// Velocity
	"plugin_name"	"ff2_castprojectile"
}
"abilityX"	//Replace X with your last ability number
{
	"name"	"rage_projectile_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
	"arg1"	"tf_projectile_spellpumpkin"		// Projectile Name
	"arg2"	"1100.0"							// Velocity
	"plugin_name"	"ff2_castprojectile"
}
Another Example Config
Code:
"abilityX"	//Replace X with your last ability number
{
	"name"	"rage_projectile_X" 
	"arg1"	"tf_projectile_rocket"		// Projectile Name
	"arg2"	"1100.0"					// Velocity
	
	//The following Arguments are only required if Projectile is not spell
	"arg3"	"30"						// Minimum Damage (Proportional to the Damage Bonus of the Weapon Held by the Boss)
	"arg4"	"33"						// Maximum Damage (Proportional to the Damage Bonus of the Weapon Held by the Boss)
	"arg5"	"freak_fortress_2/myboss/nuclearwarhead.mdl"		// Overriden New Projectile Model
	"arg6"	"1"							// Critical Chance; -1:Random Crits, 1:Crit, 0:No Random Crits
	
	// Ability Management System
	"arg1001"	"0.0" 										// delay before first use
	"arg1002"	"10.0" 										// cooldown
	"arg1003"	"ROCKET" 									// name
	"arg1004"	"American CROCKET!"							// description
	"arg1005"	"20" 										// rage cost
	"arg1006"	"2" 										// index for ability in the AMS menu
	"plugin_name"	"ff2_castprojectile"
}
  • 1.0.0
  • The ability has created
  • Ver. 1.1.0 (New Version Attached Bellow)
  • Added ability management system support
  • Added DUO Boss Support
  • Added Menu Ability Compability
  • Added compatibility of ff2_summonaboss
  • Multiple projectile shots have now been removed for innovation. (Maybe it can be added back to the subplugin other new versions)
  • Ver. 1.2.0
  • Removed Subplugin Debugging
  • Summon a Boss functions have been replaced with the most up-to-date versions
  • Added a new argument determines new projectile model
  • Min-Max Damage arguments now supports Formula input


The Old Version 1.0.0 (Old version Attached bellow the zip)
Spoiler
Attached Files
File Type: zip ff2_castprojectile.1.0.0.zip (9.4 KB, 173 views)
File Type: sp Get Plugin or Get Source (ff2_castprojectile.sp - 119 views - 16.2 KB)
File Type: smx ff2_castprojectile.smx (20.3 KB, 93 views)
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Last edited by J0BL3SS; 06-03-2022 at 04:32. Reason: Update 1.2.0
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neon_inferno
Senior Member
Join Date: Jan 2013
Location: Somewhere in Australia
Old 12-11-2020 , 01:09   Re: [SUBPLUGIN] Cast Projectile
Reply With Quote #2

thank you for creating this plugins JobL3ss wondering next step to add the rest of the projectile adding compatibility with AMS and Bat MVM menu plugins?
also seems to be not working Batfoxkid's version of FF2 (not sure which version you used but seem to simply not activate when i rage)

Last edited by neon_inferno; 12-11-2020 at 02:44.
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J0BL3SS
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Join Date: Sep 2020
Location: Turkey/Istanbul
Old 12-11-2020 , 04:30   Re: [SUBPLUGIN] Cast Projectile
Reply With Quote #3

Quote:
Originally Posted by neon_inferno View Post
thank you for creating this plugins JobL3ss wondering next step to add the rest of the projectile adding compatibility with AMS and Bat MVM menu plugins?
also seems to be not working Batfoxkid's version of FF2 (not sure which version you used but seem to simply not activate when i rage)
I Guess its not supporting above Unofficial FF2 1.19.9
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J0BL3SS
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Join Date: Sep 2020
Location: Turkey/Istanbul
Old 02-10-2021 , 11:07   Re: [SUBPLUGIN] Cast Projectile
Reply With Quote #4

  • Ver. 1.1.0 (New Version Attached Bellow)
  • Added ability management system support
  • Added DUO Boss Support
  • Added Menu Ability Compability
  • Added compatibility of ff2_summonaboss
  • Multiple projectile shots have now been removed for innovation. (Maybe it can be added back to the subplugin other new versions)
__________________
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My Discord Name: J0BL3SS#5320 | j0bl3ss

I don't really look at steam or alliedmodders, contact me from discord if you need it.
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Tim q
Senior Member
Join Date: Aug 2020
Old 11-18-2021 , 16:35   Re: [Subplugin] Cast Projectile (Updated 10.02.2021)
Reply With Quote #5

Can i somehow change model of projectile or not?
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Joaquel
Member
Join Date: Sep 2017
Location: vsh_servilive_city_final
Old 11-18-2021 , 16:50   Re: [Subplugin] Cast Projectile (Updated 10.02.2021)
Reply With Quote #6

Quote:
Originally Posted by Tim q View Post
Can i somehow change model of projectile or not?
You can try with ffbat_defaults i guess:


Code:
"name"		"model_projectile_replace"
"slot"		"-3"
"projectile"	""	// 1	Projectile Classname	Classname Strings	
"model"		""	// 2	Projectile Model	Full Filepath Strings	
"plugin_name"	"ffbat_defaults"
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Last edited by Joaquel; 11-18-2021 at 16:51.
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J0BL3SS
Senior Member
Join Date: Sep 2020
Location: Turkey/Istanbul
Old 06-03-2022 , 04:28   Re: [Subplugin] Cast Projectile (Updated 03.06.2022)
Reply With Quote #7

  • Ver. 1.2.0
  • Removed Subplugin Debugging
  • Summon a Boss functions have been replaced with the most up-to-date versions
  • Added a new argument determines new projectile model
  • Min-Max Damage arguments now supports Formula input
__________________
My Steam Profile
My Discord Name: J0BL3SS#5320 | j0bl3ss

I don't really look at steam or alliedmodders, contact me from discord if you need it.
J0BL3SS is offline
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