Quote:
Originally Posted by MAGNAT2645
Da! Yeah
Plugin just scolds himself
AMS HUD works but abilities always unavailable (even if Rage Meter is 100%)
EDIT:
Seems plugin loading is fine
PHP Code:
[SM] Loaded plugin freaks/ff2_sarysapub3.ff2 successfully.
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I am getting this same issue, Granted that I'm brand new (to being a member on this webpage) and I wanted to see if AMS worked, I have some code that works with AMS but the sarysapub3 AMS stuff doesn't work.
PHP Code:
"ability5"
{
"name" "rage_outline"
"arg1" "10" // Duration
"arg2" "4000" // Range
"arg3" "1" // Triggered by AMS
"arg4" "freak_fortress_2\dev\scanmode.wav" // Sound (if triggered from AMS)
// args reserved for the ability management system, if configured to be used with AMS.
"arg1001" "30" // delay before first use
"arg1002" "10" // cooldown
"arg1003" "Scan Mode" // name
"arg1004" "Reveals location of enemies in a wide area for 10 seconds" // description
"arg1005" "25" // rage cost
"arg1006" "1" // index for ability in the AMS menu
"plugin_name" "M7_abilities"
}
"ability6"
{
"name" "rage_movespeed"
"arg1" "520" // Boss Move Speed
"arg2" "10" // Boss Move Speed Duration (seconds)
"arg3" "0" // Victim Range (to enable victim move speed)
"arg4" "1" // Victim Move Speed
"arg5" "1" //Victim Move Speed duration (seconds)
"arg6" "1" // Triggered by AMS
"arg7" "freak_fortress_2\dev\overclock.wav" // Sound (if triggered from AMS)
// args reserved for the ability management system
"arg1001" "0.0" // delay before first use
"arg1002" "30.0" // cooldown
"arg1003" "Overclock" // name
"arg1004" "Overclock the movement systems, granting speed increase for 10 seconds" // description
"arg1005" "35" // rage cost
"arg1006" "2" // index for ability in the AMS menu
"plugin_name" "ff2_movespeed"
}
This piece of AMS Code works (granted it isn't from sarysapub3)
Where something like this
PHP Code:
"ability4"
{
"name" "rage_random_weapon"
"arg1" "1" // trigger. 0 = E rage, 1 = triggered by ability management system
"arg2" "2" // number of weapons (MAX: 10)
"arg3" "0.0" // weapon duration. set to 0.0 to keep it forever. (or until replaced)
"arg4" "vo/scout_meleedare02.mp3" // mapwide sound to play when rage is used
// all weapons below have the "no random critical hits" attribute
// from arg11 and every 10 args after, specs for various weapons repeat
"arg11" "tf_weapon_crossbow" // weapon name
"arg12" "1079" // weapon index (ambassador)
"arg13" "2 ; 99 ; 103 ; 9999;" // weapon args (set to headshot for 360, body shot for 60)
"arg14" "1" // weapon visibility
"arg15" "64" // weapon alpha (0 = fully hidden, 255 = fully visible) [damnit, it wigs out on a scout]
"arg16" "0" // weapon slot
"arg17" "0" //"454" // optional, wearable to use for bodygroup swaps
"arg18" "5" // starting clip
"arg19" "0" // starting reserve ammo
"arg21" "tf_weapon_rocketlauncher" // weapon name (scouts cannot get tf_weapon_shotgun, but can use any shotgun with tf_weapon_scattergun)
"arg22" "305" // weapon index (reserve shooter)
"arg23" "2 ; 99 ; 99 ; 50 ; 104 ; .85;" // weapon args (set to have low spread, max 324 damage on airborne targets, requires fast switching)
"arg24" "1" // weapon visibility
"arg25" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
"arg26" "0" // weapon slot
"arg27" "0" // "540" // optional, wearable to use for bodygroup swaps
"arg28" "1" // starting clip
"arg29" "0" // starting reserve ammo
// args reserved for the ability management system
"arg1001" "0.0" // delay before first use
"arg1002" "0.0" // cooldown
"arg1003" "Random Weapon" // name
"arg1004" "Load a random weapon from Snivy's Horrible Weapon ideas." // description
"arg1005" "99.0" // rage cost
"arg1006" "0" // index for ability in the AMS menu
"plugin_name" "ff2_sarysapub3"
}
"ability5"
{
"name" "rage_ams_dynamic_teleport"
"arg1" "1" // trigger. 0 = E rage, 1 = triggered by ability management system
"arg2" "1" // 1 = try teleport on top
"arg3" "0" // 0 = try teleport on side
"arg4" "0.5" // self-stun duration (intentionally short, since the idea is this only gets used if a merc is trolling them)
"arg5" "vo/scout_sf13_spell_teleport_self01.mp3" // mapwide sound to play when used
// and this arg because I REALLY don't want hales stalling and behaving like it's a teleport hale...
"arg6" "0" // maximum number of living players for ability to work. set to 0 to not have such a limitation.
// args reserved for the ability management system
"arg1001" "10.0" // delay before first use
"arg1002" "25.0" // cooldown (intentionally high, it's not meant to be primary mobility, only last ditch)
"arg1003" "Teleport" // name
"arg1004" "Its the Teleportaning" // description
"arg1005" "35.0" // rage cost
"arg1006" "1" // index for ability in the AMS menu
"plugin_name" "ff2_sarysapub3"
}
Doesn't work.
It would be nice if SHADoW NiNE TR3S toke the wheel because at this point this plugin is abandoned
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