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FF2 Boss weapons help


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Wliu
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Join Date: Apr 2013
Old 04-16-2013 , 20:23   Boss weapons help
Reply With Quote #1

Ok, so I have three bosses that I'm trying to add weapons to. One is Robo-Cyphosis (our own community-created boss), one is Gangplank, and the other is the Rocket.

For Robo-Cyphosis (spy), I want to add a sapper, but it displays as an engineer building box thing in 3rd person, you can't click the sapper (1st person), and it goes away on weapon switch. Note: I have used both tf_weapon_builder and the following code. Both fail. Code:
Code:
"weapon2"  //Ap-Sap
    {
        "name"            "tf_weapon_sapper"
        "index"            "933"
        "show"            "1"
        "attributes"    "425 ; 0.5 ; 427 ; 10 ; 429 ; 50"
                        //425:  x0.5 sapper damage
                        //427:  Sapper regains 10 health/second!
                        //429:  -50 health on sappers
    }
For Gangplank, I want to add a Loose Cannon on rage. Problems: It regains ammo when you pick up an ammo pack (up to 4/150 ._.), and I'm not exactly sure if the other attributes work.
Code:
"ability1"
    {
        "name"            "rage_new_weapon"
        "arg1"            "TF_Weapon_Cannon"
        "arg2"            "996"
        "arg3"            "1 ; 1 ; 477 ; 10 ; 265 ; 999999999 ; 179 ; 1 ; 470 ; 0 ; 103; 2 ; 25 ; 0"
                        //1:  -99% damage.
                        //477:  x10 knockback by loose cannon
                        //265:  Mini-crit in air for 999999999 secs
                        //179:  Mini-crits become crits
                        //470:  -100% damage on world contact
                        //103:  Projectile goes twice as fast
                        //25:  Prevents Gangplank from picking up ammo?
        "arg4"            "0"  //Weapon slot
        "arg5"            "5"  //Weapon ammo
        "arg6"            "0"  //Force-switch to weapon
        "plugin_name"    "special_noanims"
    }
And finally, for the Rocket, this isn't exactly adding weapons-it's issues with the weapons that already exist. Most of the rocket's attributes are broken (basically the only things that work is the extra damage to buildings and extra damage to the Rocket while active), and it can also kill Soldiers/break shields (not sure if intended or not). The shotgun cannot flame Soldiers.
Code:
"weapon1"
    {
        "name"            "TF_WEAPON_rocketlauncher"
        "index"            "18"
        "show"            "1"
        //99% of the attribs are broken.
        "attributes"    "206 ; 0.2 ; 337 ; 20 ; 338 ; 45 ; 285 ; 1 ; 137 ; 9 ; 138 ; 0 ; 205 ; 2.4 ; 3 ; 0.25 ; 1 ; 0.1 ; 96 ; 1.15"
                        // 206 - -80% damage taken from melee sources when active WORKS
                        // 337 - removes 20% Über on hit BROKEN
                        // 338 - removes 45 cloak on hit BROKEN
                        // 285 - projectile cannot be deflected BROKEN
                        // 137 - +800% damage vs. buildings WORKS
                        // 138 - -100% damage penalty vs. players BROKEN-SOLDIERS
                        // 205 - +140% damage taken from ranged sources when active WORKS
                        // 112 - +2000% ammo regen per 5 seconds on wearer WORKS
                        // 3 - -75% clip size WORKS
                        // 1 - -90% damage done
                        // 96 - +15% reload time
    }
Code:
"ability6"
    {
        "name"             "rage_new_weapon"
        "arg1"            "tf_weapon_shotgun_soldier"
        "arg2"            "10"
        "arg3"            "2 ; 1.2 ; 208 ; 1 ; 25 ; 0; 97 ; 0.4"
        //2 - +20% damage done
        //208 - ignites targets on hit (incendiary ammo!)
        //25 - 0 is max ammo size
        //97 - +60% faster reload time (because rage gives the ammo into the total ammo for some reason...)
        "arg4"            "1"
        "arg5"            "3"
        "arg6"            "1"
        "plugin_name"    "special_noanims"
    }
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Last edited by Wliu; 04-24-2013 at 17:10. Reason: Added FF2 tag.
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 04-16-2013 , 21:30   Re: Boss weapons help
Reply With Quote #2

Quote:
Originally Posted by Wliu View Post
Ok, so I have three bosses that I'm trying to add weapons to. One is Robo-Cyphosis (our own community-created boss), one is Gangplank, and the other is the Rocket.

For Robo-Cyphosis (spy), I want to add a sapper, but it displays as an engineer building box thing in 3rd person, you can't click the sapper (1st person), and it goes away on weapon switch. Note: I have used both tf_weapon_builder and the following code. Both fail. Code:
Code:
"weapon2"  //Ap-Sap
    {
        "name"            "tf_weapon_sapper"
        "index"            "933"
        "show"            "1"
        "attributes"    "425 ; 0.5 ; 427 ; 10 ; 429 ; 50"
                        //425:  x0.5 sapper damage
                        //427:  Sapper regains 10 health/second!
                        //429:  -50 health on sappers
    }
I've never tried adding a sapper to a boss, but I'd heard before that it didn't work.

Quote:
Originally Posted by Wliu View Post
For Gangplank, I want to add a Loose Cannon on rage. Problems: It regains ammo when you pick up an ammo pack (up to 4/150 ._.), and I'm not exactly sure if the other attributes work.
Code:
"ability1"
    {
        "name"            "rage_new_weapon"
        "arg1"            "TF_Weapon_Cannon"
        "arg2"            "996"
        "arg3"            "1 ; 1 ; 477 ; 10 ; 265 ; 999999999 ; 179 ; 1 ; 470 ; 0 ; 103; 2 ; 25 ; 0"
                        //1:  -99% damage.
                        //477:  x10 knockback by loose cannon
                        //265:  Mini-crit in air for 999999999 secs
                        //179:  Mini-crits become crits
                        //470:  -100% damage on world contact
                        //103:  Projectile goes twice as fast
                        //25:  Prevents Gangplank from picking up ammo?
        "arg4"            "0"  //Weapon slot
        "arg5"            "5"  //Weapon ammo
        "arg6"            "0"  //Force-switch to weapon
        "plugin_name"    "special_noanims"
    }
Isn't it attribute 37 to prevent ammo pickups for primary weapons? Also, wouldn't you want attribute 280 set to 17 to make the projectiles look like cannonballs?

Quote:
Originally Posted by Wliu View Post
And finally, for the Rocket, this isn't exactly adding weapons-it's issues with the weapons that already exist. Most of the rocket's attributes are broken (basically the only things that work is the extra damage to buildings and extra damage to the Rocket while active), and it can also kill Soldiers/break shields (not sure if intended or not). The shotgun cannot flame Soldiers.
Code:
"weapon1"
    {
        "name"            "TF_WEAPON_rocketlauncher"
        "index"            "18"
        "show"            "1"
        //99% of the attribs are broken.
        "attributes"    "206 ; 0.2 ; 337 ; 20 ; 338 ; 45 ; 285 ; 1 ; 137 ; 9 ; 138 ; 0 ; 205 ; 2.4 ; 3 ; 0.25 ; 1 ; 0.1 ; 96 ; 1.15"
                        // 206 - -80% damage taken from melee sources when active WORKS
                        // 337 - removes 20% Über on hit BROKEN
                        // 338 - removes 45 cloak on hit BROKEN
                        // 285 - projectile cannot be deflected BROKEN
                        // 137 - +800% damage vs. buildings WORKS
                        // 138 - -100% damage penalty vs. players BROKEN-SOLDIERS
                        // 205 - +140% damage taken from ranged sources when active WORKS
                        // 112 - +2000% ammo regen per 5 seconds on wearer WORKS
                        // 3 - -75% clip size WORKS
                        // 1 - -90% damage done
                        // 96 - +15% reload time
    }
Code:
"ability6"
    {
        "name"             "rage_new_weapon"
        "arg1"            "tf_weapon_shotgun_soldier"
        "arg2"            "10"
        "arg3"            "2 ; 1.2 ; 208 ; 1 ; 25 ; 0; 97 ; 0.4"
        //2 - +20% damage done
        //208 - ignites targets on hit (incendiary ammo!)
        //25 - 0 is max ammo size
        //97 - +60% faster reload time (because rage gives the ammo into the total ammo for some reason...)
        "arg4"            "1"
        "arg5"            "3"
        "arg6"            "1"
        "plugin_name"    "special_noanims"
    }
Some of the attributes you're trying to add here are likely display only, specifically the ones for the Pomson's effects. I'm not sure why the -100% damage vs players isn't working... maybe because you're combining it with the -90% damage attribute?

I'm surprised the shotgun works at all. "tf_weapon_shotgun_soldier" isn't even the item class that the soldier's shotgun uses... tf_weapon_shotgun is. You can see this by checking item 10 in the item schema (which is named TF_WEAPON_SHOTGUN_SOLDIER).
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RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 04-17-2013 , 00:37   Re: Boss weapons help
Reply With Quote #3

what would it be then for MONOCULUS' eyeball projectile attributes?
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 04-17-2013 , 14:29   Re: Boss weapons help
Reply With Quote #4

Quote:
Originally Posted by RavensBro View Post
what would it be then for MONOCULUS' eyeball projectile attributes?
I think only the normal player projectiles have a valid value... I'd have to look up which ones are which.

Having said that, you can also use SDKHooks to replace it on spawn, which is what both my Projectile Replacer plugin and VSH does (for its new Easter boss), and what the easter_abilities subplugin is supposed to do (but hasn't been tested).
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RavensBro
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Join Date: Sep 2009
Location: Wisonsin USA
Old 04-17-2013 , 15:23   Re: Boss weapons help
Reply With Quote #5

I try'd that easter subplugin with the easter bunny lol was kinda funny the projectiles was shooting backwards and saw no eggs.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-17-2013 , 17:03   Re: Boss weapons help
Reply With Quote #6

Quote:
Originally Posted by Powerlord View Post
I've never tried adding a sapper to a boss, but I'd heard before that it didn't work.



Isn't it attribute 37 to prevent ammo pickups for primary weapons? Also, wouldn't you want attribute 280 set to 17 to make the projectiles look like cannonballs?


Some of the attributes you're trying to add here are likely display only, specifically the ones for the Pomson's effects. I'm not sure why the -100% damage vs players isn't working... maybe because you're combining it with the -90% damage attribute?

I'm surprised the shotgun works at all. "tf_weapon_shotgun_soldier" isn't even the item class that the soldier's shotgun uses... tf_weapon_shotgun is. You can see this by checking item 10 in the item schema (which is named TF_WEAPON_SHOTGUN_SOLDIER).
About sappers...that's what I'm thinking too... :<
About attrib 37, that's not it. I've looked through the attributes, and can't find anything to do with picking up ammo. Weird, though, how all the other weapons don't pick up ammo... Also, they already look like cannonballs. Iunno.
About the rocket: I didn't code that, EP did. Go yell at him I'm trying to fix his mistakes >.> The rocket can only kill soldiers, I'm not saying it can kill everything.
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Last edited by Wliu; 04-17-2013 at 17:05.
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Powerlord
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Join Date: Jun 2008
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Old 04-17-2013 , 18:41   Re: Boss weapons help
Reply With Quote #7

Quote:
Originally Posted by Wliu View Post
About attrib 37, that's not it. I've looked through the attributes, and can't find anything to do with picking up ammo. Weird, though, how all the other weapons don't pick up ammo... Also, they already look like cannonballs. Iunno.
Attribs 25 and 37 set the maximum amount of ammo a secondary or primary weapon have respectively. While they probably don't work on Flamethrowers and Miniguns (I haven't tested them), they should work on most other weapons.

Quote:
Originally Posted by Wliu View Post
About the rocket: I didn't code that, EP did. Go yell at him I'm trying to fix his mistakes >.> The rocket can only kill soldiers, I'm not saying it can kill everything.
I've never been sure why certain attributes don't apply to Soldiers.

Honestly, at some point I'd like to switch over to using the TF2Attributes system instead of TF2Items, which may resolve some of these bugs. One slight problem though: TF2Attributes only specifies the attribute by name rather than attribute number. Which means this will not be a painless transition.
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Last edited by Powerlord; 04-17-2013 at 18:41.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-17-2013 , 19:48   Re: Boss weapons help
Reply With Quote #8

Quote:
Originally Posted by Powerlord View Post
Attribs 25 and 37 set the maximum amount of ammo a secondary or primary weapon have respectively. While they probably don't work on Flamethrowers and Miniguns (I haven't tested them), they should work on most other weapons.



I've never been sure why certain attributes don't apply to Soldiers.

Honestly, at some point I'd like to switch over to using the TF2Attributes system instead of TF2Items, which may resolve some of these bugs. One slight problem though: TF2Attributes only specifies the attribute by name rather than attribute number. Which means this will not be a painless transition.
I'll try that. I'm using this on a Loose Cannon, so hopefully it'll work

Yes, it's extremely annoying how Soldiers have a sort of disadvantage and advantage at the same time when the boss is the Rocket. They can be killed by the rocket, but then they don't take fire damage from the shotgun <.<
I wouldn't mind switching to TF2Attributes: Would make things easier to read, but a little less clean.
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Last edited by Wliu; 04-17-2013 at 19:50.
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 04-17-2013 , 22:40   Re: Boss weapons help
Reply With Quote #9

Well, the thing about sappers is it is 'equipped' using a build command. Maybe you need a sub-plugin that gives a sapper and does the build command?
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Wliu
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Join Date: Apr 2013
Old 04-18-2013 , 17:39   Re: Boss weapons help
Reply With Quote #10

Quote:
Originally Posted by nope.avi View Post
Well, the thing about sappers is it is 'equipped' using a build command. Maybe you need a sub-plugin that gives a sapper and does the build command?
._. Any explanation on how to write a sub-plugin to do that? Or is there already one out there somewhere?
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