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FF2 [Subplugin] UPDATE PAUSE MERC ABILITY


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LeAlex14
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Join Date: Jun 2020
Location: La France
Old 09-12-2020 , 11:25   [Subplugin] UPDATE PAUSE MERC ABILITY
Reply With Quote #1

UPDATE
So I finally update ff2_pausemerc ability because people want stop projectile and other things. Anyway, I rewrote the plugin from scratch and I add new things.
Bot can shoot, Idk how remove that.

First : You can now stop (or not) projectiles when boss shoot, instead pipe, cleaver, ball and jar because they explode.
Second : If you play on bvb server, team can move (or not).
Third : Damage take by other team during pause are take when pause was finished (or not). I create that because a lot of ability use ontakedamage hook and the pause plugin don't take this damage modification (test with witchdoctor boss and fireball).
Fourth : Bonk palyer can play in pause but they are slowed.

Enjoy the new plugin !

Code:
"ability4"
	{
		"name" "pausemerc" 
		
		"arg1"	"10.0" // Duration
		"arg2"	"99999" // Range
		"arg3"	"0"		// Enable Bonk Slow
		"arg4"	"0.75"	// Slow for bonked player
		"arg5"	"1"		// Stop Projectile 0 = no stop, 1 = Stop merc, 2 = Stop all
		"arg6"	"1"		// Stop Player : 0 = All player, 1 = enemy team (For bvb)
		"arg7"	"1"		// Stop damage : 0 = nope, 1 = Damage take at end of stop 
		"arg8"	"150.0" // Max damage on 1 hit during the pause: 0 = no max, I create that because a lot of ability use ontakedamage hook and the pause plugin don't take this damage modification (test with witchdoctor boss and fireball)
		
        "plugin_name" "ff2_pausemerc"
Thanks for downloading and see you at the next ability !
Attached Files
File Type: sp Get Plugin or Get Source (ff2_pausemerc.sp - 79 views - 10.0 KB)
File Type: smx ff2_pausemerc.smx (17.9 KB, 74 views)

Last edited by LeAlex14; 12-17-2020 at 09:52. Reason: Update
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Hoto Cocoa
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Join Date: Jun 2018
Location: Somewhere
Old 09-12-2020 , 23:20   Re: [Subplugin] PAUSE MERC ABILITY
Reply With Quote #2

Nice work!
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Bugrahan96
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Join Date: Feb 2018
Location: vsh_crossfire_b9
Old 09-19-2020 , 17:03   Re: [Subplugin] PAUSE MERC ABILITY
Reply With Quote #3

I liked your subplugin but the thing is you can also freeze players by using tfconds too.
Here's the code;
Code:
	"abilityX"
    {
        "name" "rage_tfcondition"
        "arg1" "28 ; 10"  
		"arg2" "87 ; 10" // Player Conditions (TFCond ; Duration)
		"arg3" "9999" // Distance
        "plugin_name"    "ff2_tfcond"
    }
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LeAlex14
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Location: La France
Old 09-20-2020 , 07:07   Re: [Subplugin] PAUSE MERC ABILITY
Reply With Quote #4

Quote:
Originally Posted by Bugrahan96 View Post
I liked your subplugin but the thing is you can also freeze players by using tfconds too.
Here's the code;
Code:
	"abilityX"
    {
        "name" "rage_tfcondition"
        "arg1" "28 ; 10"  
		"arg2" "87 ; 10" // Player Conditions (TFCond ; Duration)
		"arg3" "9999" // Distance
        "plugin_name"    "ff2_tfcond"
    }
Oh ok !!! But Iím working on a version that blocks projectiles and buildings, the update will come out in a few weeks.
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J0BL3SS
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Join Date: Sep 2020
Location: Turkey
Old 11-20-2020 , 08:11   Re: [Subplugin] PAUSE MERC ABILITY
Reply With Quote #5

Thanks for your great work. Does this plugin stop projectiles in the air?
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LeAlex14
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Location: La France
Old 11-21-2020 , 09:43   Re: [Subplugin] PAUSE MERC ABILITY
Reply With Quote #6

Quote:
Originally Posted by J0BL3SS View Post
Thanks for your great work. Does this plugin stop projectiles in the air?
Nope sorry, I work on it when I finished another project
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LeAlex14
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Old 12-17-2020 , 09:35   Re: [Subplugin] UPDATE PAUSE MERC ABILITY
Reply With Quote #7

Update I restart from scratch !
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J0BL3SS
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Old 12-20-2020 , 07:59   Re: [Subplugin] UPDATE PAUSE MERC ABILITY
Reply With Quote #8

Code:
"abilityX" //Replace X with your last ability number
{
	"name" 	"pausemerc"
	"arg1"	"1.0"	// Delay
	"arg2" 	"8.0"	// Duration
	"arg3" 	"9990"	// Distance
	"arg4" 	"4"		// Pause type: 1=Pause Mercs, 2=Pause Projectiles, 3=Pause Mercs & Projeciles 4=Pause Mercs & Projectiles & Sentryguns
	
	// Player related arguments. Only required if arg3 is set to 1,3 or 4
	"arg5" 	"1"		// 1 = Freeze everyone except boss. 0 = Only the enemy team freezes
	"arg6" 	"5 ; 11 ; 76"		// Don't pause players if they are in these conditions (‹ber, Kritzkrieg, Quick Fix for example)
	"arg7" 	"1"		// Stop incomig damage while time stopped. Apply all damage when Time Persists
	"arg8" 	"0"	// Maximum damage that can be done to a player at a time, 0 = no Max, Only required if arg5 is set to 1

	// Projectile realted arguments. Only required if arg3 is set to 2,3 or 4
	// Projectile Damages will be multiplyed the weapon boss holds
	"arg9" 	"1"		// Should the projectiles be turned in that direction where they came from?

	// Only Required if arg8 set to 1
	"arg10" "30"	// Minimum projectile Damage.  0 = No Changes
	"arg11"	"40"	// Maximum projectile Damage,  Required if arg9 not set to 0
	"arg12" "1"		// Turn projectiles to criticals?

	// args reserved for the ability management system, if configured to be used with AMS.
	"arg1001"	"0.0" // delay before first use
	"arg1002"	"10.0" // cooldown
	"arg1003"	"Pausemerc" // name
	"arg1004"	"Stop time, all the momentum..." // description
	"arg1005"	"25" // rage cost
	"arg1006"	"0" // index for ability in the AMS menu
	
	"plugin_name"	"ff2_pausemerc"
}
  • 2.6.2
  • Added AMS Support to it.
  • Added Animation Stops for Players
  • 2.6.5
  • Changed AMS Trigger to AMS_IsSubabilityReady()
  • Fixed unhook players after round end Issue
  • 2.6.7
  • Minor Fixes
  • 3.0.0
  • Rewritten in new syntax
  • Added compatibility of ff2_summonaboss
  • Added more configurable arguments
  • 3.0.1
  • Added Delay Before Rage Activation
  • 3.0.2
  • Fixed ability not stopping Aiming Heavy & Snipers

Known Issues
  1. Pipebombs, Jars, Short Circuit Energy Balls (In short, all Projectiles with detonation time) Still detonates during time freezes
Attached Files
File Type: smx ff2_pausemerc.smx (32.9 KB, 38 views)
File Type: sp Get Plugin or Get Source (ff2_pausemerc.sp - 39 views - 15.3 KB)
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Last edited by J0BL3SS; 02-10-2021 at 12:32. Reason: New version
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Essex
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Join Date: May 2020
Location: euthopia
Old 01-19-2021 , 12:39   Re: [Subplugin] UPDATE PAUSE MERC ABILITY
Reply With Quote #9

Great work!. Can you make it monochrome too?
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J0BL3SS
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Location: Turkey
Old 01-19-2021 , 16:31   Re: [Subplugin] UPDATE PAUSE MERC ABILITY
Reply With Quote #10

Quote:
Originally Posted by Essex View Post
Great work!. Can you make it monochrome too?
You can use "rage_overlay" ability with "debug/yuv" to looks like monochromatic, if youre using Pausemerc via ams, instead of using pausemerc with ams, use it with ff2_doability to launch both pausemerc and rage_overlay together.
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