Subplugin ff2_phatrages.ff2 not working,
Ability not active,that's erorr log:
Code:
L 08/15/2020 - 19:57:39: [SM] Exception reported: Invalid data pack type (got 1 / expected 2).
L 08/15/2020 - 19:57:39: [SM] Blaming: freaks\ff2_phatrages.ff2
L 08/15/2020 - 19:57:39: [SM] Call stack trace:
L 08/15/2020 - 19:57:39: [SM] [0] DataPack.ReadFloat
L 08/15/2020 - 19:57:39: [SM] [1] Line 1364, FF2 Subplugin: Phat Rages::IonAttack
L 08/15/2020 - 19:57:39: [SM] [2] Line 1309, FF2 Subplugin: Phat Rages::IOC_Invoke
L 08/15/2020 - 19:57:39: [SM] [3] Line 1255, FF2 Subplugin: Phat Rages::Rage_IonCannon
L 08/15/2020 - 19:57:39: [SM] [4] Line 338, FF2 Subplugin: Phat Rages::FF2_OnAbility2
L 08/15/2020 - 19:57:39: [SM] [5] Line 48, C:\Users\dora\Desktop\srcds manager\ServerFile\ReviveFF2Server\tf\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::FF2_OnAbility
L 08/15/2020 - 19:57:39: [SM] [7] Call_Finish
L 08/15/2020 - 19:57:39: [SM] [8] Line 16949, Unofficial Freak Fortress::UseAbility
L 08/15/2020 - 19:57:39: [SM] [9] Line 11243, Unofficial Freak Fortress::ActivateAbilitySlot
L 08/15/2020 - 19:57:39: [SM] [10] Line 12183, Unofficial Freak Fortress::OnPlayerHurt
Boss CFG,ion cannon blast to hit when boss less life:
PHP Code:
"ability1"
{
"name" "rage_ioncannon"
"arg0" "-1"
"arg1" "3" // Timer (How long it takes for the ion cannon blast to hit it's target in seconds.)
"arg2" "900" // Blast Radius (Blast radius in units.)
"arg3" "800" // Blast Damage (Amount of damage delivered by the blast.)
"arg4" "0" // Aim Mode (0 = ion cannon is aimed at where boss is standing. 1 = ion cannon is aimed at where boss is looking.)
"plugin_name" "ff2_phatrages"
}
And Subplugin ff2_sarysamods6 had some problem too,
it doesn't have erorr log,but it will crash the server when "rage_rocket_barrage" was end
Code:
"ability1"
{
"name" "rage_rocket_barrage"
"arg1" "8" // number of ordinary rockets to fire
"arg2" "rocketgroup1;rocketgroup2" // list of attachment points to fire ordinary rockets from, semicolon separated
"arg3" "0.5" // rocket firing interval. note that due to it being necessary
"arg4" "80" // base damage for each rocket
"arg5" "2.0" // duration of charged shot charging
"arg6" "beamcannon" // attachment point for charged shot
"arg7" "140" // base damage for charged shot [note that there's a mandatory mini-crit and ignite applied, so keep this at about 60% what you want]
"arg8" "bomb_vortex_skull" // particle effect during shot charge
// model swap
"arg9" "models\freak_fortress_2\stroheim\stroheim1.mdl" // old model name
"arg10" "models\freak_fortress_2\stroheim\stroheimrage1.mdl" // new model name
// projectile speeds, a typical rocket is 1100
"arg11" "1300" // speed of normal shot
"arg12" "800" // speed of charged shot
// melee weapon base stats, and stats appended for use by rockets (typically just explosion radius and damage falloff)
"arg13" "tf_weapon_shovel" // melee weapon: name
"arg14" "6" // melee weapon: index (necro smasher)
"arg15" "2 ; 3.1 ; 178 ; 0.5 ; 436 ; 1.0 ; 252 ; 0.7" // melee weapon: attributes (damage boost, weapon switch, plasma ragdoll, knockback resist)
"arg16" "0" // melee weapon: visibility
"arg17" "118 ; 0.8" // normal rocket stats appended to melee (reduced damage falloff)
"arg18" "118 ; 0.6 ; 99 ; 2.5 ; 284 ; 1" // charged rocket stats appended to melee (reduced damage falloff, greatly increased radius, crap dmg to bldg)
// 0x0001 - causes the rockets to be directed at whatever solid wall/entity the user is looking at (otherwise, just a dumb eye angle copy) [not homing]
// 0x0002 - include the charged rocket at the end.
// 0x0004 - boss is immobile during the charging shot
// 0x0008 - use sentryrocket instead of rocket
"arg19" "0x000f" // flags
"plugin_name" "ff2_sarysamods6"
}
"ability2"
{
"name" "rocket_barrage2"
"arg1" "2.0" // delay before rage formally ends, and the boss' form reverts
"arg2" "" // sound that plays during charging shot
"arg3" "weapons\cow_mangler_main_shot.wav" // sound that plays when the charged shot fires
"arg4" "weapons\sentry_rocket.wav" // sound that plays when a rocket fires
"arg5" "" // sound that plays during transition into weapons mode
"arg6" "" // sound that plays during transition to normal mode
"arg7" "ghost_smoke" // particle for transform into weapons mode
"arg8" "ghost_smoke" // particle for transform back into normal mode
// the argument below is the neutral particle which is used to locate the player's attachment points in world space.
// it cannot be empty. however, if you don't like the effect, I recommend using a particle effect that people can't really see.
// i.e. sparks that appear when an engie building is attacked.
"arg9" "crutgun_firstperson" // neutral particle which is used to locate
"plugin_name" "ff2_sarysamods6"
}
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