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FF2 Freak Fortress 2 1.10.14 Released


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ThatKidWhoGames
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Join Date: Jun 2013
Location: IsValidClient()
Old 04-03-2014 , 16:14   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #471

Can anybody make a boss selection plugin for the latest update?
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Wliu
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Join Date: Apr 2013
Old 04-03-2014 , 17:39   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #472

Valve why do you have to mess things up <.<
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Wliu
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Old 04-03-2014 , 18:17   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #473

Beta 5.
Removes ff2_halloween since Valve broke it (and nobody was using it anyway), as well as moving ff2_oldjump to the main config (also might fix some parts of ff2_enabled). 100% untested.
Attached Files
File Type: smx freak_fortress_2.smx (106.8 KB, 96 views)
File Type: smx default_abilities.smx (22.2 KB, 100 views)
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 92 views - 210.6 KB)
File Type: sp Get Plugin or Get Source (default_abilities.sp - 95 views - 18.8 KB)
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-03-2014 , 18:53   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #474

how did valve break ff2_halloween?
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Wliu
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Join Date: Apr 2013
Old 04-03-2014 , 19:19   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #475

Quote:
Originally Posted by WildCard65 View Post
how did valve break ff2_halloween?
https://forums.alliedmods.net/showth...29#post2119629
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-03-2014 , 19:46   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #476

Hello everyone. Don't blame me if i'm a , but I have little suggestion about additional natives:
1)Get\Set Current and Max Health
2)Get\Set Current and Max Lives
3)Action, what triggers when boss losing life (if boss has many of)

Changes associated with:

Code:
	CreateNative("FF2_GetBossHealth", Native_GetHealth);
	CreateNative("FF2_GetBossMaxHealth", Native_GetHealthMax);
	CreateNative("FF2_SetBossHealth", Native_SetHealth);
	CreateNative("FF2_SetBossMaxHealth", Native_SetHealthMax);
	CreateNative("FF2_GetBossLives", Native_GetLives);
	CreateNative("FF2_GetBossMaxLives", Native_GetLivesMax);
	CreateNative("FF2_SetBossLives", Native_SetLives);
	CreateNative("FF2_SetBossMaxLives", Native_SetLivesMax);
and
Code:
	OnLosingLife=CreateGlobalForward("FF2_OnLosingLife", ET_Hook, Param_Cell);
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 91 views - 211.8 KB)
File Type: inc freak_fortress_2.inc (16.4 KB, 80 views)
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Wliu
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Join Date: Apr 2013
Old 04-03-2014 , 20:10   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #477

Why hi there Eggman.
I'll try.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-03-2014 , 20:59   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #478

That... didn't answer the question. What code is it relying on that broke?
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-03-2014 , 21:21   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #479

Also about include: Float:FF2_GetBossCharge needs to be fixed into this (replaced "index" to "client")
Code:
/**
 * Gets charge meter value of current Boss
 *
 * @param client	boss as client
 * @param slot		Slot of charge meter
 *						0 - rage
 *						1 - as usual, used for brave jump or teleport
 *						2 - other charged abilities
 */
native Float:FF2_GetBossCharge(client, slot);
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Wliu
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Join Date: Apr 2013
Old 04-03-2014 , 21:38   Re: FF2 1.9.2 Released (and 1.10.0 betas)
Reply With Quote #480

Quote:
Originally Posted by Powerlord View Post
That... didn't answer the question. What code is it relying on that broke?
I made FF2 check to see if tf_forced_holiday was 2, and if so, that would enable Halloween mode. Apparently something in the patch broke it and made FF2 "find" that tf_forced_holiday was 2 every single time (looking in the patch notes, I do see that they added a new April Fool's holiday mode...).
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Last edited by Wliu; 04-03-2014 at 21:39.
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