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[L4D-1,2] SuperWitches. Need co-coder


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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 08-12-2019 , 11:33   [L4D-1,2] SuperWitches. Need co-coder
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Hi,

idea is the same as SuperTanks.

I have ~ 20 types of witches in my mind at the moment.

Since, it's a lot of code, I need co-coder.
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AzureStars
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Join Date: May 2016
Location: Milky Way
Old 10-13-2020 , 13:43   Re: [L4D-1,2] SuperWitches. Need co-coder
Reply With Quote #2

I would love to see this so much.

I love SuperTanks and a SuperWitches would be most welcome.
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Dragokas
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Old 10-13-2020 , 16:48   Re: [L4D-1,2] SuperWitches. Need co-coder
Reply With Quote #3

I made 6 of them:
- WitchThief (private order)
- WitchDuplicator
- WitchGhost
- WitchOnFire (public)
- AirWitch
- WitchDrunked (public)

Since nobody interested in support/help/any kind of curiosity, all other works will remain private and nothing new will out since I don't have a time especially if people don't need such stuff at all.
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Psyk0tik
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Old 10-14-2020 , 07:08   Re: [L4D-1,2] SuperWitches. Need co-coder
Reply With Quote #4

I would love to help with this but I don't have much time for coding these days. I can barely maintain Mutant Tanks anymore. I used to update all 70+ abilities + core plugin every 1-2 weeks, but now I can only update it once a month if I'm lucky.

Hopefully you can get someone to help you. I suggest creating a GitHub repository to show everyone what you have so far and then people can make some pull requests for different abilities. I might have some abilities in mind that I can add on my free time.

Back then, my goal was to make a "Super Infected" or "Mutant Infected" plugin where every special infected has special abilities, but that's too much work for one person to handle. Mortiegama's "Vicious Infected" plugins did something similar and each part was left unfinished and broken.
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Dragokas
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Old 10-14-2020 , 07:41   Re: [L4D-1,2] SuperWitches. Need co-coder
Reply With Quote #5

Quote:
Originally Posted by Crasher_3637 View Post
I would love to help with this but I don't have much time for coding these days. I can barely maintain Mutant Tanks anymore. I used to update all 70+ abilities + core plugin every 1-2 weeks, but now I can only update it once a month if I'm lucky.
Thanks for support.

I really like your modular work. Inspired with it, I used your method to design 2 complex works where sp modules are re-used. And this is very cool for managing and extensibility when your main module is always remain 200-300 lines, not 2000+. Looking for a way how to split code even more, maybe something like private forwards to be able to delegate event callbacks for any sub-module.

Quote:
Originally Posted by Crasher_3637 View Post
Back then, my goal was to make a "Super Infected" or "Mutant Infected" plugin where every special infected has special abilities, but that's too much work for one person to handle. Mortiegama's "Vicious Infected" plugins did something similar and each part was left unfinished and broken.
This is a case for me too. I made 4 moving behaviours for hunter bot and 1 for boomer for fog round, using ConVars, though. It's still in Alpha, but playeable. Maybe, I'll record a video after a while.
Looking for more ideas.

Also, I'm working under Special Rounds (fog, bloody night, other atmosperic global mods ideas), Counter Strike redone and Nuclear/Stalker Game mode. Still, got no time to finish any of them
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