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FF2 Freak Fortress 2 1.10.14 Released


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Nanochip
Senior Member
Join Date: Jan 2014
Old 04-22-2015 , 20:26   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1791

Could you possibly change the FF2_PreAbility forward to make it so that whenever the "enabled" parameter is false for things like rage or bravejump, it not only prevents the rage/jump itself, but in addition it prevents the hud text for the rage/jump and all features of it such as the sounds?

Currently, I use this forward to block the rage of a boss at specific times, and whenever a boss obtains rage, they can spam the use-rage button causing an ear-rape of the rage sound.
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Last edited by Nanochip; 04-22-2015 at 21:04.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-23-2015 , 11:39   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1792

Quote:
Originally Posted by Nanochip View Post
Could you possibly change the FF2_PreAbility forward to make it so that whenever the "enabled" parameter is false for things like rage or bravejump, it not only prevents the rage/jump itself, but in addition it prevents the hud text for the rage/jump and all features of it such as the sounds?

Currently, I use this forward to block the rage of a boss at specific times, and whenever a boss obtains rage, they can spam the use-rage button causing an ear-rape of the rage sound.
It's always fun to find out how broken these things are.
The fix might be a bit difficult though.
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Nanochip
Senior Member
Join Date: Jan 2014
Old 04-23-2015 , 12:17   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1793

Quote:
Originally Posted by Wliu View Post
It's always fun to find out how broken these things are.
The fix might be a bit difficult though.
I see how it could be difficult with the current forward. However, what about just making simple natives for the individual abilities?

native FF2_BlockAbilitySlot(int boss, int slot);

But then again, if you did that, it would be less organized. Just suggesting some ideas.
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Last edited by Nanochip; 04-23-2015 at 12:17.
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JCThornton
Junior Member
Join Date: Apr 2013
Location: Jacksonville, FL
Old 04-23-2015 , 14:21   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1794

Question about the overlay_rage ability, is there a possibility to make overlays animate frame-by-frame? If there is, info would be very appreciative.
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Maximilian_
Veteran Member
Join Date: Oct 2014
Old 04-23-2015 , 15:04   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1795

Quote:
Originally Posted by JT90INTHEHOUSE View Post
Question about the overlay_rage ability, is there a possibility to make overlays animate frame-by-frame? If there is, info would be very appreciative.
Yes, you need edit your animated overlay with this:
PHP Code:
"UnlitGeneric"
{
    
"$basetexture" "freak_fortress_2/fazbear/fazbear_deathscreen"
    "
$frame" "1"

    "Proxies" 
    

        
"AnimatedTexture" 
        
{
            
"animatedTextureVar" "$basetexture
            "animatedTextureFrameNumVar" "
$frame
            "animatedTextureFrameRate" "18"
         

    } 

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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 04-25-2015 , 00:54   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1796

Quote:
Originally Posted by JT90INTHEHOUSE View Post
Question about the overlay_rage ability, is there a possibility to make overlays animate frame-by-frame? If there is, info would be very appreciative.
You could do what demospam does, create a series of timers that throw up a new overlay every frame

Or you could simply use an already animated texture, which is capable with a vtf, it can't do gif's
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Nightlauncher
Junior Member
Join Date: May 2014
Old 04-25-2015 , 14:20   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1797

This might sound dumb, but I have this problem which I can't find the source of.
Arena logic won't apply at all, which it did before a few weeks ago. There are large ammo kits on even the most default arena maps, like Sawmill.
I have the feeling it's probably something very stupid that causes this.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-25-2015 , 15:27   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1798

Quote:
Originally Posted by Nightlauncher View Post
This might sound dumb, but I have this problem which I can't find the source of.
Arena logic won't apply at all, which it did before a few weeks ago. There are large ammo kits on even the most default arena maps, like Sawmill.
I have the feeling it's probably something very stupid that causes this.
Check your maps.cfg. Make sure it has arena_ somewhere in there.
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Nightlauncher
Junior Member
Join Date: May 2014
Old 04-25-2015 , 16:23   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1799

Quote:
Originally Posted by Wliu View Post
Check your maps.cfg. Make sure it has arena_ somewhere in there.
It has this in it

PHP Code:
arena_
koth_
vsh_
all 
Maybe something that might help, I do have the right settings for stripper in order to let koth maps work, but they still have koth logic for some reason.
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93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 04-25-2015 , 18:30   Re: Freak Fortress 2 1.10.5 Released
Reply With Quote #1800

Show me your stripper config
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