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FF2 Freak Fortress 2 1.10.14 Released


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protext
Senior Member
Join Date: Sep 2012
Old 06-13-2014 , 11:56   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #791

Is it possible to change the "You are the next boss" text to an other say like menu say?
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Newbie1992
Senior Member
Join Date: Jan 2013
Location: Germany
Old 06-13-2014 , 12:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #792

Yeeeööös!

Line 2553
Code:
CPrintToChat(client, "{olive}[FF2]{default} %t", "to0_near");
replace with
Code:
PrintHintText(client, "{olive}[FF2]{default} %t", "to0_near");
Enjoy!
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Wliu
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Join Date: Apr 2013
Old 06-13-2014 , 15:30   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #793

Quote:
Originally Posted by WildCard65 View Post
Odd, travis is able to build with sm 1.6
@Wliu I knew the sm 1.5 bit for travis was useful :/
I suggest making sm 1.6 env var allow to fail
I build locally (usually) using 1.5. I might think about re-adding 1.5 though.
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Wliu
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Join Date: Apr 2013
Old 06-15-2014 , 21:29   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #794

Something interesting:
The OnLoseLife forward seems to be firing twice. Not 100% sure why though. It's either event_hurt being called twice, or the lifeloss for loop being messed up.
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Wliu
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Join Date: Apr 2013
Old 06-16-2014 , 16:06   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #795

Ok, so the forward *works*. It just doesn't do the expected thing when it's not set to Plugin_Continue.
Bosses will get set to negative health for Plugin_Changed (but lives will be added), and Plugin_Handled/Stop will set the boss to 0 health (with the same number of lives). Both will make the boss invincible. Now I just have to fix that.
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zyrphon
Member
Join Date: Jan 2010
Location: Chicago, IL, USA
Old 06-16-2014 , 18:03   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #796

My points system is broke. Has anyone encountered this and has a fix?

when i try to reset the points i get...

L 06/16/2014 - 17:19:01: [SM] Plugin encountered error 25: Call was aborted
L 06/16/2014 - 17:19:01: [SM] Native "ThrowError" reported: Invalid client index 0
L 06/16/2014 - 17:19:01: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 06/16/2014 - 17:19:01: [SM] [0] Line 40, C:\Servers\TF2\FF2-Official\tf\addons\sourcemod\scripting\includ e\morecolors.inc::CPrintToChat()
L 06/16/2014 - 17:19:01: [SM] [1] Line 6323, C:\Servers\TF2\FF2-Official\tf\addons\sourcemod\scripting\freak_ fortress_2.sp::TurnToZeroPanelH()
L 06/16/2014 - 17:19:01: [SM] [2] Line 6279, C:\Servers\TF2\FF2-Official\tf\addons\sourcemod\scripting\freak_ fortress_2.sp::ResetQueuePointsCmd()
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Last edited by zyrphon; 06-16-2014 at 18:20.
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Wliu
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Join Date: Apr 2013
Old 06-16-2014 , 19:31   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #797

@zyrphon: Make sure you're using 1.9.3 or later (betas).

Regarding the forward:
I just moved this further up so that all life-loss abilities get canceled if Plugin_Handled/Stop is returned. Plugin_Changed should also update the max number of boss lives now so that a positive health value gets displayed again. Still trying to figure out what to do for Plugin_Stop (since FF2 has two events that track damage done...).
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 06-17-2014 , 00:53   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #798

your not allow the color Olive in the hint text window??? right????
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 06-18-2014 , 01:03   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #799

Quote:
Originally Posted by Wliu View Post
@zyrphon: Make sure you're using 1.9.3 or later (betas).

Regarding the forward:
I just moved this further up so that all life-loss abilities get canceled if Plugin_Handled/Stop is returned. Plugin_Changed should also update the max number of boss lives now so that a positive health value gets displayed again. Still trying to figure out what to do for Plugin_Stop (since FF2 has two events that track damage done...).
Remove the player hurt and ontakedamagepost stuff, move to one otd callback.

Do everything through ontakedamage, but have it call two forwards that pass stuff by reference:
Ff2_bossontakedamage
And
Ff2_playerontakedamage
Or combine them but pass a bool for if its a boss or not.

Just do the post stuff after/at the end of this... And move the player hurt stuff to the appropriate sections.

This goes for a lot of events...
Like player death, would be cool to have a forward for player death, with a boolean, lr one for boss and another for nonboss.
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Last edited by friagram; 06-18-2014 at 01:06.
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Wliu
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Join Date: Apr 2013
Old 06-18-2014 , 08:26   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #800

Yep. Don't know why it was thought necessary to have all these events in the first place.
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