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FF2 M7's Bosses


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MAGNAT2645
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Join Date: Nov 2015
Location: AlliedMods.net
Old 08-06-2019 , 19:26   Re: M7's Bosses [Truly the end]
Reply With Quote #181

There are some missing files.

Code:
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character ashley is missing file 'sound/freak_fortress_2/ashley/intro.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character ashley is missing file 'sound/freak_fortress_2/ashley/win4.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character ashley is missing file 'sound/freak_fortress_2/ashley/lose4.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character ashley is missing file 'sound/freak_fortress_2/ashley/teleportation.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character ashley is missing file 'sound/freak_fortress_2/ashley/teleportation2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character kirby is missing file 'materials/models/player/kirby/inhaled_overlay.vtf'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character kirby is missing file 'materials/models/player/kirby/inhaled_overlay.vmt'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/intro.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/intro2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/intro3.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/killstreak.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/killstreak2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/lose.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/lose2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/win.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/win2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/backstab.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/backstab2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/wanobiabbs.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/sportaflop.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/sportaflop2.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/fake_robbie.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/disguise.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/superjump.mp3'!
L 08/07/2019 - 01:17:39: [disabled/freak_fortress_2.smx] [Boss] Character robbie_rotten is missing file 'sound/freak_fortress_2/Robbie/wanobbtlt.mp3'!
Robbie files exists so there's maybe bug due to Uppercase folder name.
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Last edited by MAGNAT2645; 08-06-2019 at 19:27.
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JuegosPablo
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Old 08-06-2019 , 19:50   Re: M7's Bosses [Truly the end]
Reply With Quote #182

on robbie case possibly is the path fo files freak_fortress_2/Robbie swap with freak_fortress_2/robbie

the case of ashley and kirby are missing files used on cfg delete them from cfg
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Last edited by JuegosPablo; 08-06-2019 at 20:23.
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M76030
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Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 02-01-2020 , 14:58   Re: M7's Bosses
Reply With Quote #183

Heya Everyone!

This is M7 here, for the very, very last time.

I know i said it multiple times and i somehow always came back, but this time, i'm not only done with Freak Fortress 2, but also with Team Fortress 2 (i just lost the interest in that game, i may play some MvM here and there, but that's about it)

Also, the community i worked for (Wobre) has shutdown, so this update will not only be my overall final farewell to Freak Fortress 2, but to Team Fortress 2 and Wobre aswell, so i hope you'll enjoy.

Also, on a side note: If you want to remake a boss of mine, feel free to do so.
Only thing i ask of you is to credit me for making the original version.

Alright, enough talking, here is your final update from me:

Update Number End

New Bosses released:
-Black Rock Shooter (Black Rock Shooter)
-Cuphead (Cuphead)
-Dr. Eggman (Sonic the Hedgehog)
-Donkey Kong (Donkey Kong Country)
-King Boo (Luigi's Mansion)
-King K. Rool (Donkey Kong Country)
-Mettaton (Undertale)
-Ness (Earthbound)
-Pyramid Head (Silent Hill)
-Simon Belmont (Castlevania)
-Shadow The Hedgehog (Sonic the Hedgehog)
-Starman (Earthbound)
-Suika Ibuki (Touhou)
-Travis Touchdown (No More Heroes)
-Undyne (Undertale)


In general:
-Added tags to the themes to make it known what track is playing atm (Also added tracks to the lifelose / lastman standing themes, even though they won't be displayed, just for info's sake)
-Updated most of the models to their latest versions (All thanks to JuegosPablo for providing those new models!)

Other changes:
Count Heavnich:
-His Grapplinkhook is now activable by pressing Alt-Fire, while the Powerup mode is charge able with Reload

Daft Punk Duo:
-Replaced Daft Punk Gold's weapon from Your Eternal Reward to an Australium Knife

Dante:
-Increased the damage against buildings on his SMG
-Added 90% faster weapon switch
-His Trickster Rage now gives him 3 point teleports, that recharge fast, but do not let him travel very far
-His Swordmaster Rage now gives him an enhanced Melee weapon for 10 seconds
-Added new Rages: Devil Trigger, Quicksilver and Doppelganger.
-Added new soundtracks: Lock & Load (DMC1 + 4), Subhuman (DMC5), Shoot the Works (DMC2) while removing his theme from MvC3
-Updated his model.

F2P Soldier & Demoman:
-Finally added the new BGM to their config (the new music i added a long long time ago and never put in the config for some reason)

Kirby:
-Added two new themes: C.R.O.W.N.E.D. from Kirby's Return to Dream Land and Suite: The Star Conquering Traveler: Final Movement: Shimmering Star (Astral Birth Void) from Kirby Star Allies

Pepsiman:
-Added a new theme: The Pepsi Man Pepsi Jam by GaMetal Ft. InsaneInTheRainMusic, ToxicxEternity, The8BitDrummer, Tee Lopes, Eric L., RichaadEB, Sax Dragon

Scrake:
-Added new sound lines (Many thanks to Nameless to provide those)

Solid Snake:
-Added a new theme: Theme of Solid Snake (Remix) from Super Smash Bros. Ultimate

The Administrator:
-Added a new rage: Scrambling Player locations and effect meters, also delevels sentries
-Added new voice lines
(Sadly, the sp file is of an older verison of the plugin without the new rage)

Vergil:
-Added a new theme: The Duel from Devil May Cry 5


I may or may not have forgot to mention a few changes, im sorry, if that is the case.



My final words: It was a ride to be sure, i had my ups and downs, but overall, i enjoyed my time.
Now that there are new creators, i think i can retire with my mind in peace.

Goodbye everyone.
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Last edited by M76030; 02-01-2020 at 14:59.
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Hoto Cocoa
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Join Date: Jun 2018
Location: Somewhere
Old 02-07-2020 , 01:56   Re: M7's Bosses
Reply With Quote #184

I have
[freaks\halloween_2014.ff2] Couldn't load SDK functions (GetSmoothedVelocity). SDK call failed.
on Undyne and Mettaton. Server crashed after rage. Running in SM 1.10
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MAGNAT2645
Senior Member
Join Date: Nov 2015
Location: AlliedMods.net
Old 02-07-2020 , 07:15   Re: M7's Bosses
Reply With Quote #185

Quote:
Originally Posted by Hoto Cocoa View Post
I have
[freaks\halloween_2014.ff2] Couldn't load SDK functions (GetSmoothedVelocity). SDK call failed.
on Undyne and Mettaton. Server crashed after rage. Running in SM 1.10
Try to update smoothedvelocity.txt gamedata to this:
Code:
"Games"
{
	"tf"
	{
		"Offsets"
		{
			"GetSmoothedVelocity"
			{
				"windows"	"139"
				"linux"		"140"
				"mac"		"140"
			}
		}
	}
}
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Last edited by MAGNAT2645; 02-07-2020 at 07:17.
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Epicman.
Senior Member
Join Date: Aug 2015
Location: Canada
Old 02-09-2020 , 19:45   Re: M7's Bosses
Reply With Quote #186

damn wobre shut its doors? thats wild. it really feels like an end of an era for ff2, since sauce gaming servers (sgs) recently shut down in january (though the servers were dead anyway).

good luck in the future dude, ff2 was a fun journey, but i think we all knew it wouldnt last forever.
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Hoto Cocoa
Senior Member
Join Date: Jun 2018
Location: Somewhere
Old 02-15-2020 , 03:48   Re: M7's Bosses
Reply With Quote #187

Quote:
Billy The Doll:
Rage:
He has AMS (Ability Management System (Basically you can choose whatever RAGE you wanna activate (Switching by pressing RELOAD))):
-Turns everyone into Demomans
Well but there's no such ability in his config.
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JuegosPablo
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Location: Gravity is a Harness
Old 02-15-2020 , 04:06   Re: M7's Bosses
Reply With Quote #188

Quote:
Originally Posted by Hoto Cocoa View Post
Well but there's no such ability in his config.
what exactly you mean with it due i saw the cfg and its fine
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Hoto Cocoa
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Location: Somewhere
Old 02-15-2020 , 04:26   Re: M7's Bosses
Reply With Quote #189

Quote:
Originally Posted by JuegosPablo View Post
what exactly you mean with it due i saw the cfg and its fine
in my chainsaw_billy.cfg
Code:
"ability1"
	{
		"name" "dynamic_weighdown"
		
		// slot is ignored
		"arg1"	"0" // 1 = disabled by default (can only be re-enabled in code)
		"arg2"	"0" // number of uses. set to 0 to be infinite.
		"arg3"	"1.0" // the hale's normal gravity. this will practically always be 1.0
		
		// strings
		"arg19"	"You have used weighdown!"
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability2"
	{
		"name"	"Horror_Countdown"
		"arg1" 	"Survive! [%s]" // Text that will be displayed
		"arg2" 	"421" 			// Timer
		"arg3"	"3"				// True Horror? (SAW edition)
		
		"arg4"	"0" // blend
		
		// color 1
		"arg5"	"0"		// red
		"arg6"	"0"		// green
		"arg7"	"0"		// blue
		
		// color 2
		"arg8"	"0"		// red
		"arg9"	"0"		// green
		"arg10"	"0"		// blue
		
		// fog properties
		"arg11"	"60.0"	// fog start distance
		"arg12"	"380.0"	// fog end distance
		"arg13"	"1.0"	// fog density
		
		"arg17"	"241"	// Timer, before Billy gets outlined
		"plugin_name"	"misc_stuff"
	}
	"ability3"
	{
		"name" "scalemodel" 
		"arg1" "0.73"  // a float value. put -1.0 for random value between 0.7 and 1.3 
		"plugin_name" "ff2_bosstweaks" 
	}
	"ability4"
	{
		// this is both a passive and a rage. the rage puts you at max speed.
        "name"    "ff2_speed_by_views"

        "arg1"    "0" // 1 = this rage is controlled by fnap_rages. 0 = it's standalone and always executes.
        "arg2"    "8.0" // duration of rage
        "arg3"    "3" // max number of players used for speed calculations (if fewer than this live, the total living will be used)
        "arg4"    "330.0" // speed when max players are viewing the hale (eye-to-eye)
        "arg5"    "500.0" // speed when no players are viewing the hale
        "arg6"    "45.0" // angle deviation permitted (pitch) for viewing to be valid
        "arg7"    "90.0" // angle deviation permitted (yaw) for viewing to be valid
        "arg8"    "0.5" // speed recalculation interval
        "arg9"    "" // overlay to display during rage

        "arg18"    "" // mapwide sound to play

        "plugin_name"    "ff2_sarysamods8"
	}
	
	"ability5"
	{
		"name"	"ability_management_system"
		"arg1"	"0" // activation key. 0=E, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
		"arg2"	"1" // selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
		"arg3"	"3" // reverse selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default) [note: hidden feature, keeping this standard going]
		"arg4"	"0xc00000" // HUD color (unavailable)
		"arg5"	"%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is currently unavailable." // HUD text format (unavailable)
		"arg6"	"0xffffff" // HUD color (available)
		"arg7"	"%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is available. (press E)" // HUD text format (available)
		"arg8"	"0.68" // HUD Y
		"arg9"	"RAGE Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
		"arg10"	"0.80" // HUD replacement Y
		"plugin_name"	"ff2_sarysapub3"
	}
	"ability6"
	{
		"name" "rage_summon"
        "arg0"        "0"            // Ability Slot
        "arg1"        "1"            // Sound
        "arg2"        "32"            // Summon per rage (specify amount for fixed amount, 0 to summon 1 per alive player, -1 to summon by ratio)
        "arg3"        "3.0"            // Uber Protection
        "arg4"        "1"            // Notification Alert (boss-only)
        "arg5"        "0"            // Model Mode (0 = Human or Custom model, 1 = Robot Model (automatically applies robot voice lines))
        "arg7"        "1"            // Player class, leave blank to not change minion class
        "arg9"        "0"            // Remove wearables? (for custom models / tf2 robot models)
        "arg10"       "1"            // Weapon mode (0 to allow minions to spawn with regular loadouts, 1 for specific weapon, 2 for no weapons)
        "arg11"       "tf_weapon_bat"    // Weapon Classname (if arg10 = 1)
        "arg12"       "939"            // Weapon index (if arg10 = 1)
        "arg13"        "5 ; 1.6 ; 191 ; -9 ; 206 ; 3.0 ; 252 ; 0.5 ; 180 ; 100"        // Attributes (if arg10 = 1)
        "arg15"        "100"            // Health formula
        "arg16"        "1"            // Teleport to summoner's location?
        "arg19"        "0"            // Voice Line mode (-1: Block voice lines, 0: Normal voice lines, 1: Robot Voice lines, 2: Giant Voice Lines, 3: boss's catchphrase, 4: use 'sound_minion_catchphrase')
        "arg20"        "0"            // Pickups (0 = None, 1 = Health, 2 = Ammo, 3 = Both)
        "arg21"           "33 ; -1"         // Spawn Conditions
        "arg22"        "You have been chosen"    // Summoner's text
        "arg23"        "'I want to play a game'"        // Summoned's text
        "arg27"        "0"            // 0 - slay minions when their summoner dies, 1 - don't slay minions when their summoner dies and instead give minions a fighting chance to win
        "arg33"            "1"              // Visible weapons?
        "arg34"            "1"              // Disable health being overheal?

        // Ability Management System
		"arg1001"	"30.0"	// delay before first use
		"arg1002"	"60.0"	// cooldown
		"arg1003"	"A second Game"		// name
		"arg1004"	"Summon Players" 		// description
		"arg1005"	"75" // rage cost
		"arg1006"	"0" // index for ability in the AMS menu
        "plugin_name"    "shadow93_abilities"
	}
	"ability7"
	{
		"name"			"rage_pickuptrap_ams"
		"arg1"			"8.0" // duration to trap pickups affected, 0.0 = forever
		"arg2"			"8" // number of pickups to trap
		// the rationale behind the number below:
		// I can't stop the healthpack from healing the player
		// the healthpack heals first.
		// so in this case, the victim should survive a 50% healthpack, should lose 20% from a 20% healthpack
		// and should die from a 100% healthpack
		"arg3"			"1.85" // amount that healthpack would have healed, to drain from the victim who picks up a trapped healthpack
		"arg4"			"1.0" // amount that ammo would have been replenished, to drain from victim who picks up trapped ammo
		"arg5"			"0x000000" // recolor for trapped object
		"arg6"			"8.0" // duration to have dispensers harm players (set to 0.0 to not use)
		"arg7"			"6.0" // dispenser damage
		"arg8"			"0.1" // damage interval
		
		// args reserved for the ability management system, if configured to be used with AMS.
		"arg1001"		"15.0"	// delay before first use
		"arg1002"		"30.0"	// cooldown
		"arg1003"		"Harmful Malfunction"	// name
		"arg1004"		"Trap pickup"	// description
		"arg1005"		"25"	// rage cost
		"arg1006"		"1"		// index for ability in the AMS menu
		"plugin_name"	"misc_stuff"
	}
	"ability8"
	{
		"name"			"rage_sentry_hijack"
		"arg1"			"700.0" // Range
		
		// args reserved for the ability management system, if configured to be used with AMS.
		"arg1001"		"10.0"	// delay before first use
		"arg1002"		"180.0"	// cooldown
		"arg1003"		"Rigged Malfunction"	// name
		"arg1004"		"Hijack a Sentry"	// description
		"arg1005"		"100"	// rage cost
		"arg1006"		"2"		// index for ability in the AMS menu
		"plugin_name"	"misc_stuff"
	}
	
	"ability9"
	{
        "name"            "ff2_scaled_endgame_rage_gain"
        "arg1"            "50"         // number of players left alive to start this
        "arg2"            "2.0"         // amount of rage to give per second when one player left alive
        "plugin_name"    "ff2_sarysamods"
	}
	
	"ability10"
	{
		"name"	"dynamic_melee_management"
		
		"arg1"	"tf_weapon_sword" // weapon name
		"arg2"	"452" // weapon index
		"arg3"	"1 ; 0.38 ; 5 ; 4.0 ; 149 ; 5 ; 182 ; 5 ; 218 ; 1 ; 252 ; 0.4 ; 402 ; 1" // weapon args
		"arg4"	"0" // weapon visibility
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	
	"ability11" 
	{ 
		"name" "revive_markers" 
		"arg1" "60.0" // Revive marker decay time 
		"arg2" "0" // Revive marker mode (0 = Only non-boss team, 1 = minions can revive in addition to non-boss team, 2 = only minions can revive) 
		"plugin_name" "shadow93_abilities" 
	}
	
	"ability12"
	{
		"name" "intromusic"
		"plugin_name" "shadow93_abilities"
	}
	"ability13"
	{
		"name" "outtromusic"
		"arg1" "1" // Mode (1: Custom, 0: Block stock track)
		"plugin_name" "shadow93_abilities"
	}
You can see that there's only 3 abilities in ams. But the description of this thread says that there's 4 abilities for it, which means that "Turns everyone into Demomans" is missing.
Quote:
Rage:
He has AMS (Ability Management System (Basically you can choose whatever RAGE you wanna activate (Switching by pressing RELOAD))):
-Turns everyone into Demomans
-Summons Minions
-Traps Pickups and makes Dispensers harm people, instead of healing them.
-Hijacks a Sentry
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M76030
Senior Member
Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 02-15-2020 , 04:29   Re: M7's Bosses
Reply With Quote #190

Quote:
Originally Posted by Hoto Cocoa View Post
in my chainsaw_billy.cfg
Code:
"ability1"
	{
		"name" "dynamic_weighdown"
		
		// slot is ignored
		"arg1"	"0" // 1 = disabled by default (can only be re-enabled in code)
		"arg2"	"0" // number of uses. set to 0 to be infinite.
		"arg3"	"1.0" // the hale's normal gravity. this will practically always be 1.0
		
		// strings
		"arg19"	"You have used weighdown!"
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	"ability2"
	{
		"name"	"Horror_Countdown"
		"arg1" 	"Survive! [%s]" // Text that will be displayed
		"arg2" 	"421" 			// Timer
		"arg3"	"3"				// True Horror? (SAW edition)
		
		"arg4"	"0" // blend
		
		// color 1
		"arg5"	"0"		// red
		"arg6"	"0"		// green
		"arg7"	"0"		// blue
		
		// color 2
		"arg8"	"0"		// red
		"arg9"	"0"		// green
		"arg10"	"0"		// blue
		
		// fog properties
		"arg11"	"60.0"	// fog start distance
		"arg12"	"380.0"	// fog end distance
		"arg13"	"1.0"	// fog density
		
		"arg17"	"241"	// Timer, before Billy gets outlined
		"plugin_name"	"misc_stuff"
	}
	"ability3"
	{
		"name" "scalemodel" 
		"arg1" "0.73"  // a float value. put -1.0 for random value between 0.7 and 1.3 
		"plugin_name" "ff2_bosstweaks" 
	}
	"ability4"
	{
		// this is both a passive and a rage. the rage puts you at max speed.
        "name"    "ff2_speed_by_views"

        "arg1"    "0" // 1 = this rage is controlled by fnap_rages. 0 = it's standalone and always executes.
        "arg2"    "8.0" // duration of rage
        "arg3"    "3" // max number of players used for speed calculations (if fewer than this live, the total living will be used)
        "arg4"    "330.0" // speed when max players are viewing the hale (eye-to-eye)
        "arg5"    "500.0" // speed when no players are viewing the hale
        "arg6"    "45.0" // angle deviation permitted (pitch) for viewing to be valid
        "arg7"    "90.0" // angle deviation permitted (yaw) for viewing to be valid
        "arg8"    "0.5" // speed recalculation interval
        "arg9"    "" // overlay to display during rage

        "arg18"    "" // mapwide sound to play

        "plugin_name"    "ff2_sarysamods8"
	}
	
	"ability5"
	{
		"name"	"ability_management_system"
		"arg1"	"0" // activation key. 0=E, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
		"arg2"	"1" // selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
		"arg3"	"3" // reverse selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default) [note: hidden feature, keeping this standard going]
		"arg4"	"0xc00000" // HUD color (unavailable)
		"arg5"	"%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is currently unavailable." // HUD text format (unavailable)
		"arg6"	"0xffffff" // HUD color (available)
		"arg7"	"%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is available. (press E)" // HUD text format (available)
		"arg8"	"0.68" // HUD Y
		"arg9"	"RAGE Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
		"arg10"	"0.80" // HUD replacement Y
		"plugin_name"	"ff2_sarysapub3"
	}
	"ability6"
	{
		"name" "rage_summon"
        "arg0"        "0"            // Ability Slot
        "arg1"        "1"            // Sound
        "arg2"        "32"            // Summon per rage (specify amount for fixed amount, 0 to summon 1 per alive player, -1 to summon by ratio)
        "arg3"        "3.0"            // Uber Protection
        "arg4"        "1"            // Notification Alert (boss-only)
        "arg5"        "0"            // Model Mode (0 = Human or Custom model, 1 = Robot Model (automatically applies robot voice lines))
        "arg7"        "1"            // Player class, leave blank to not change minion class
        "arg9"        "0"            // Remove wearables? (for custom models / tf2 robot models)
        "arg10"       "1"            // Weapon mode (0 to allow minions to spawn with regular loadouts, 1 for specific weapon, 2 for no weapons)
        "arg11"       "tf_weapon_bat"    // Weapon Classname (if arg10 = 1)
        "arg12"       "939"            // Weapon index (if arg10 = 1)
        "arg13"        "5 ; 1.6 ; 191 ; -9 ; 206 ; 3.0 ; 252 ; 0.5 ; 180 ; 100"        // Attributes (if arg10 = 1)
        "arg15"        "100"            // Health formula
        "arg16"        "1"            // Teleport to summoner's location?
        "arg19"        "0"            // Voice Line mode (-1: Block voice lines, 0: Normal voice lines, 1: Robot Voice lines, 2: Giant Voice Lines, 3: boss's catchphrase, 4: use 'sound_minion_catchphrase')
        "arg20"        "0"            // Pickups (0 = None, 1 = Health, 2 = Ammo, 3 = Both)
        "arg21"           "33 ; -1"         // Spawn Conditions
        "arg22"        "You have been chosen"    // Summoner's text
        "arg23"        "'I want to play a game'"        // Summoned's text
        "arg27"        "0"            // 0 - slay minions when their summoner dies, 1 - don't slay minions when their summoner dies and instead give minions a fighting chance to win
        "arg33"            "1"              // Visible weapons?
        "arg34"            "1"              // Disable health being overheal?

        // Ability Management System
		"arg1001"	"30.0"	// delay before first use
		"arg1002"	"60.0"	// cooldown
		"arg1003"	"A second Game"		// name
		"arg1004"	"Summon Players" 		// description
		"arg1005"	"75" // rage cost
		"arg1006"	"0" // index for ability in the AMS menu
        "plugin_name"    "shadow93_abilities"
	}
	"ability7"
	{
		"name"			"rage_pickuptrap_ams"
		"arg1"			"8.0" // duration to trap pickups affected, 0.0 = forever
		"arg2"			"8" // number of pickups to trap
		// the rationale behind the number below:
		// I can't stop the healthpack from healing the player
		// the healthpack heals first.
		// so in this case, the victim should survive a 50% healthpack, should lose 20% from a 20% healthpack
		// and should die from a 100% healthpack
		"arg3"			"1.85" // amount that healthpack would have healed, to drain from the victim who picks up a trapped healthpack
		"arg4"			"1.0" // amount that ammo would have been replenished, to drain from victim who picks up trapped ammo
		"arg5"			"0x000000" // recolor for trapped object
		"arg6"			"8.0" // duration to have dispensers harm players (set to 0.0 to not use)
		"arg7"			"6.0" // dispenser damage
		"arg8"			"0.1" // damage interval
		
		// args reserved for the ability management system, if configured to be used with AMS.
		"arg1001"		"15.0"	// delay before first use
		"arg1002"		"30.0"	// cooldown
		"arg1003"		"Harmful Malfunction"	// name
		"arg1004"		"Trap pickup"	// description
		"arg1005"		"25"	// rage cost
		"arg1006"		"1"		// index for ability in the AMS menu
		"plugin_name"	"misc_stuff"
	}
	"ability8"
	{
		"name"			"rage_sentry_hijack"
		"arg1"			"700.0" // Range
		
		// args reserved for the ability management system, if configured to be used with AMS.
		"arg1001"		"10.0"	// delay before first use
		"arg1002"		"180.0"	// cooldown
		"arg1003"		"Rigged Malfunction"	// name
		"arg1004"		"Hijack a Sentry"	// description
		"arg1005"		"100"	// rage cost
		"arg1006"		"2"		// index for ability in the AMS menu
		"plugin_name"	"misc_stuff"
	}
	
	"ability9"
	{
        "name"            "ff2_scaled_endgame_rage_gain"
        "arg1"            "50"         // number of players left alive to start this
        "arg2"            "2.0"         // amount of rage to give per second when one player left alive
        "plugin_name"    "ff2_sarysamods"
	}
	
	"ability10"
	{
		"name"	"dynamic_melee_management"
		
		"arg1"	"tf_weapon_sword" // weapon name
		"arg2"	"452" // weapon index
		"arg3"	"1 ; 0.38 ; 5 ; 4.0 ; 149 ; 5 ; 182 ; 5 ; 218 ; 1 ; 252 ; 0.4 ; 402 ; 1" // weapon args
		"arg4"	"0" // weapon visibility
		
		"plugin_name"	"ff2_dynamic_defaults"
	}
	
	"ability11" 
	{ 
		"name" "revive_markers" 
		"arg1" "60.0" // Revive marker decay time 
		"arg2" "0" // Revive marker mode (0 = Only non-boss team, 1 = minions can revive in addition to non-boss team, 2 = only minions can revive) 
		"plugin_name" "shadow93_abilities" 
	}
	
	"ability12"
	{
		"name" "intromusic"
		"plugin_name" "shadow93_abilities"
	}
	"ability13"
	{
		"name" "outtromusic"
		"arg1" "1" // Mode (1: Custom, 0: Block stock track)
		"plugin_name" "shadow93_abilities"
	}
You can see that there's only 3 abilities in ams. But the description of this thread says that there's 4 abilities for it, which means that "Turns everyone into Demomans" is missing.
I must have looked into an old config then, since it was there, before i removed it on Wobre.
Will update the Billy Info and remove that line.
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