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FF2 [BOSS] Epic Scout (update v1.0.1, critical fix!)


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sarysa
Senior Member
Join Date: Mar 2014
Old 07-30-2015 , 16:06   Re: [BOSS] Epic Scout
Reply With Quote #11

Ok, I need help from anyone who's having the invisible scout issue.

Please manually install these files: epicscout_model_fix_test.zip

Then tell me if this issue still happens.

Since these people were having issues seeing the main body, I'm guessing it's an issue with there having been a shadowlod, since only the scout's main body had that LOD and the accessories did not.

If this fixes the problem, I'll have to release an update with new file paths for the models, since too many people have the broken version.
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Last edited by sarysa; 07-30-2015 at 19:13.
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sarysa
Senior Member
Join Date: Mar 2014
Old 07-30-2015 , 16:27   Re: [BOSS] Epic Scout
Reply With Quote #12

Quote:
Originally Posted by p0008874 View Post
rage_dodge_specific_damage have problem I win use that ability
in next round The slow effect is executed
As the Sniper says when his weapon is stolen, now that's just downright embarrassing.

I've updated the first post with a fix. However, here's the files if you don't want the config overwritten.
Attached Files
File Type: zip epicscout_sourcemod_no_config.zip (63.4 KB, 304 views)
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Last edited by sarysa; 07-30-2015 at 16:31.
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p0008874
Senior Member
Join Date: Jul 2014
Old 07-30-2015 , 20:12   Re: [BOSS] Epic Scout
Reply With Quote #13

Quote:
Originally Posted by sarysa View Post
Ok, I need help from anyone who's having the invisible scout issue.

Please manually install these files: epicscout_model_fix_test.zip

Then tell me if this issue still happens.

Since these people were having issues seeing the main body, I'm guessing it's an issue with there having been a shadowlod, since only the scout's main body had that LOD and the accessories did not.

If this fixes the problem, I'll have to release an update with new file paths for the models, since too many people have the broken version.
404 error
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sarysa
Senior Member
Join Date: Mar 2014
Old 07-31-2015 , 00:23   Re: [BOSS] Epic Scout
Reply With Quote #14

epicscout_model_fix_test.zip

Second try. I am off my game today.
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Last edited by sarysa; 07-31-2015 at 00:23.
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chungchangching
Member
Join Date: Dec 2015
Old 12-23-2015 , 06:17   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #15

https://www.youtube.com/watch?v=60zJjHAjG3E ask him for the scout model and reskin him pls
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 12-24-2015 , 07:16   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #16

makes me want to make a side dodge move
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93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 01-18-2016 , 12:26   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #17

Here's a debug version of the Epic Scout subplugin, so you can check if any AMS-supported abilities are initializing properly, especially if you're making any new AMS-supported abilities. This is only actually useful if you're developing AMS-supported abilities.

You'll also want to modify your freak_fortress_2.inc file if you want the debug to output to a separate logfile:
Spoiler


Files attached:
  • ff2_sarysapub3.smx & ff2_sarysapub3.sp:
    • Debug-enabled build of the AMS_InitSubability stock
    • Requires 'ff2_debug' to be set to 1 to view debug output
  • ff2_ams.inc:
    • Include file containing the 2 important stocks for initializing an AMS-supported or AMS-only ability.
    • Be sure to add #include <ff2_ams> for subplugins that will have AMS support.
    • List of stocks:
      Spoiler
  • ff2_ams_sample.smx & ff2_ams_sample.sp:
    • Sample sub-plugin with a single AMS-supported ability.
    Code:
    "abilityX"
    {
    	"name"	"rage_text"
    	"arg1" "1" // 0 - Triggered normally, 1 - Triggered by AMS
    	"arg2" "{red}RUUUUUUUUUUUUUN, {blue}COWARDS!"
    		
    	// args reserved for the ability management system
    	"arg1001"	"0.0" // delay before first use
    	"arg1002"	"10.0" // cooldown
    	"arg1003"	"Text Taunt" // name
    	"arg1004"	"Prints a message to all clients" // description
    	"arg1005"	"0" // rage cost
    	"arg1006"	"0" // index for ability in the AMS menu
    	
    	"plugin_name"	"ff2_ams_sample"
    }
Attached Files
File Type: sp Get Plugin or Get Source (ff2_sarysapub3.sp - 426 views - 99.5 KB)
File Type: smx ff2_sarysapub3.smx (43.8 KB, 634 views)
File Type: sp Get Plugin or Get Source (ff2_ams_sample.sp - 868 views - 4.4 KB)
File Type: smx ff2_ams_sample.smx (12.8 KB, 1290 views)
File Type: inc ff2_ams.inc (3.2 KB, 533 views)
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Last edited by 93SHADoW; 09-08-2020 at 00:44. Reason: v1.1, this fixes compile errors.
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 01-21-2016 , 21:02   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #18

Sarysa, mind adding include guards to the ams include as well as doing a RegisterLibrary call in the main plugin that does AMS.
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sarysa
Senior Member
Join Date: Mar 2014
Old 01-22-2016 , 09:17   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #19

Just FYI, I've been a bit inactive lately and I'm not sure when I'm going to be active. Just thought I'd say this:

I typically prefer reflection because it's really the safest thing you can do while also not demanding users to use unusual loading scripts or otherwise screwing around with the way FF2 works. Finding the best way to let plugins communicate with each other is something I've number of hours looking into, testing, experimenting...and even epic failing on a live server once. (all thanks to FF2's arbitrary load order of subplugins)

SHADoW made an include file for AMS using reflection and it has a good track record. Reflection works flawlessly and if done correctly, you can easily determine whether or not you're in a suitable state for asking AMS to do anything. (if plugin's missing, there you go) Aside from allowing AMS to be sourced from a different file than ff2_sarysapub3.ff2, there's not much this feature would do to improve functionality.

When I'm more in the zone, I'll take the request into consideration. I need to be sure any changes I make won't have unintended side effects so it might be some time (read: months) before it becomes canon, but in the meantime you're free to have it as an experimental version. If your own testing phase has no problems I'll fast track it to be a "canon" update of this plugin.
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Last edited by sarysa; 01-22-2016 at 09:20.
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MAGNAT2645
Senior Member
Join Date: Nov 2015
Location: AlliedMods.net
Old 07-21-2017 , 11:12   Re: [BOSS] Epic Scout (update v1.0.1, critical fix!)
Reply With Quote #20

[sarysapub3] ERROR: Could not find ff2_sarysapub3.ff2. FP_CanInvoke() failed.
[sarysapub3] ERROR: Could not find ff2_sarysapub3.ff2. RRW_CanInvoke() failed.
[sarysapub3] ERROR: Could not find ff2_sarysapub3.ff2. SNW_CanInvoke() failed.
[sarysapub3] ERROR: Could not find ff2_sarysapub3.ff2. DSD_CanInvoke() failed.
[sarysapub3] ERROR: Could not find ff2_sarysapub3.ff2. ADT_CanInvoke() failed.
[sarysapub3] ERROR: Could not find ff2_sarysapub3.ff2. FDR_CanInvoke() failed.

EDIT: Works fine on Windows server, but wont work on Linux
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Last edited by MAGNAT2645; 07-21-2017 at 11:13.
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