The ultimate rocket spammer of all rocket spammers in the history of rocket spamming. And the world's most difficult boss to defeat...unless teamwork is involved!
A concept boss for a rocket barrage-type boss for Freak Fortress 2. Outdoor-type maps strongly recommended!
Keep in mind, due to high projectile counts, some players may or may not lag (or even experience clientside crashes).
Model by Ravensbro (medic) & Maximilian (soldier) | Skin by Feltorn | Special thanks to Ravensbro & BBG_Theory for testing the very early versions
Special thanks to sarysa for several major improvements
Some code snippets from EP (base code for spawnweapon/setammo stock) , MasterOfTheXP (revive marker netprops), pheadxdll (SDKHook code to override end of round sound), & Wolvan (base code for revive markers)
Class: Medic & Soldier
HP Formula: ((((450+n)*(n-1))^1.04)+5120)/5 distributed over 5 lives
Rage Damage: 2500
Dependencies: Dynamic Defaults (.inc file required if compiling manually)
He carries a rocket launcher to deal damage, while he has an ubersaw and a market gardener to finish off cornered or nearby enemies. This ubersaw and market gardener is capable of backstabbing, so watch your back!
Use space to deploy your B.A.S.E Jumper if you are playing as him!
SERVER OPERATORS: PLEASE VIEW INCLUDED README FOR FULL DISCLOSURE OF ABILITIES AND CONFIGURE HIM ACCORDING TO YOUR COMMUNITY'S NEEDS. DEFAULT CONFIG IS INTENDED TO DEMONSTRATE MANY OF HIS CAPABILITIES, AND SHOULD BE ADJUSTED ACCORDING TO YOUR NEEDS. I CANNOT STRESS THIS LONG ENOUGH!
// Revive Markers //
"arg8" "10" // -1: Unlimited revives, 0: Disable, >0: Limit to X revives
"arg9" "30.0" // Decay Time
// Difficulty Levels //
"arg10" "2" // Minimum level roll (arg1 = 0 and/or arg12 = 1)
"arg11" "5" // Maximum level roll (arg1 = 0 and/or arg12 = 1)
"arg12" "2" // 0: Don't level up, 1: Reroll a random difficulty, 2: Level up
// RAGE on Kill //
"arg13" "5.0" // Percent gained
// Projectile Bounce //
"arg14" "2" // -1: Random, 0: Disable, >0: Bounce X times
// Wave Time //
"arg15" "15" // Seconds to add after the first "wave" (only if arg2 is set to 1)
"arg16" "60" // Initial Wave Time
"arg17" "30" // Max waves
// Baka? //
"arg18" "1" // Set to 1 for random chance of life loss being an accidental death.
// Only used if melee weapon is enabled //
"arg19" "0.25" // Melee damage multiplier per difficulty level - this sets the damage bonus/penalty attribute!
"plugin_name" "s93_blitzkrieg"
}
Quick Escape
PHP Code:
"ability7" // Sarysa's point teleport, an improvement over the old Otokiru's teleport skills ability.
{
"name" "point_teleport"
// slot (arg0) simply determines if normal rage (0) or death rage (-1) fills charges
"arg1" "2" // activation key. 1 is left click, 2 is right click, 3 is reload, 4 is middle mouse
"arg2" "2" // number of uses per rage.
"arg3" "9999.0" // max distance
"arg4" "%d quick escapes remain (press +attack3 to activate)" // center text string
"arg5" "ghost_smoke" // particle effect (old location)
"arg6" "ghost_smoke" // particle effect (old location)
"arg7" "buttons/blip1.wav" // sound to play on teleport
"arg8" "1" // if this is 1, preserves momentum (same as otokiru version)
"arg9" "1" // if this is 1, charges are added to your total (different from otokiru version)
"arg10" "1" // if this is 1, your clip is emptied upon teleport. really this feature is _only_ for blitzkrieg. at high difficulties without this you'd get cheap(er) kills.
"arg11" "1.5" // attack delay set on all weapons upon point teleport. again, mainly just for Blitzkrieg. won't do squat if he rages after.
// note: since I'm making default difficulty level 1, arg2-arg9 will correspond with standard difficulty levels
// arg10-arg19 I'll use for spillover, since I limit each string to 512 characters
// to speed things up, PARTIAL NAME MATCHES ARE NOT ALLOWED! argument skips are allowed.
"arg1" "2;3;4;5;6;7;8;9;1;1;1;1;1;1;1;1;1;1" // default difficulty for arg2-arg19
"arg2" "arena_coldfront_pb4;vsh_cactustemple_v1;vsh_hydro_pb2;arena_badlands;arena_nucleus;arena_sawmill;arena_farm_feud_b1;arena_lighthouse_rc1;arena_freight;vsh_2fortdesk_v8;vsh_area_54tress_b4;vsh_castle_siege_b11;vsh_ram_shacked_final;vsh_arenagate_v2;vsh_aperture_b3;vsh_whompfortress"
"arg3" "arena_dam-it_b1;vsh_apg_v2;vsh_cairo_pyramid_v8;arena_harvest_v2;vsh_mc_village_beta;arena_arakawa_b1a;vsh_volcanic_b2;vsh_west_fix;vsh_barricade_r2_fix;vsh_evil_pumpkin_farm_b6new2;vsh_castlecanals_v4_tex"
"arg4" "vsh_crevice_b5;vsh_beach_xsp1b1;vsh_citypeak_v1;arena_suijin_rc2;vsh_spotline_r1a;vsh_coldvine_b1;vsh_Disneyworld_Spooky_v1;vsh_kakariko_pb2_rc1;vsh_weaponsdepot_final;vsh_megaman6_b5d;arena_watchtower;vsh_hakurei_winter"
// moved these to arg4
"arg5" "vsh_megaman6_b5d;arena_watchtower;vsh_hakurei_winter" // megaman submaps are huge and watchtower is awkward for a danmaku hale. hakurei is enormous and open.
// string name: good_luck
"arg1" "{olive}[FF2]{default} Good Luck!"
// string name: combatmode_nomelee
"arg2" "You must rely on your rockets to finish enemies off!"
// string name: combatmode_withmelee
"arg3" "Use your melee weapon to finish off nearby enemies!"
// string name: blitz_inactive
"arg4" "Please wait until round has started to check difficulty!"
// string name: blitz_inactive2
"arg5" "{olive}[FF2]{default} Please wait until round has started to check diffculty!"
// string name: blitz_difficulty
"arg6" "%s's Difficulty: %s"
// string name: blitz_difficulty2
"arg7" "{olive}[FF2]{default} {red}%s's{default} Difficulty: {green}%s"
// string name: help_scout
"arg8" "All weapons are critboosted.\nSandman & Wrap Assassin given faster recharge rate & 5 ammo."
// string name: help_soldier
"arg9" "All Rocket launchers have faster firerates, clip sizes and maxammo.\nPanic Attack gives speed boost while active\nAll banners give +50 HP & 150% longer duration."
// string name: help_pyro
"arg10" "All flare guns are replaced by a Mighty Detonator.\nPanic Attack gives speed boost while active."
// string name: help_demo
"arg11" "Grenade launchers have faster firerates, clip sizes and maxammo.\nLoch-n-Load deals +75% damage on-hit"
// string name: help_heavy
"arg12" "All miniguns given knockback RAGE\nUse +attack3 (MIDDLE MOUSE) to activate knockback RAGE\nPanic Attack gives speed boost while active.\nSandvich is given faster recharge rate."
// string name: help_engy
"arg13" "Panic Attack given speed boost while active.\nDispenser range increased by 250%\nTeleporters are Bi-directional."
// string name: help_medic
"arg14" "Medigun equipped with projectile shield.\nUse +attack3 to deploy projectile shield.\nGain energy by healing team-mates\nPlayers drop a revive marker on-death. Revive them as many times as you can."
// string name: help_sniper
"arg15" "Use your melee weapons to climb walls at the cost of some HP."
// string name: help_spy
"arg16" "All weapons are critboosted.\nTry scoring backstabs while backstabbing opportunities exist."
"plugin_name" "s93_blitzkrieg"
// Temporary
}
PHP Code:
"ability8"
{
"name" "blitzkrieg_hud_strings"
// Boss HUD
"arg1" "Difficulty: %s"
// Player HUD
"arg2" "Difficulty: %s\nRevives: %i of %i" // If Revive Limit enabled
"arg3" "Difficulty: %s" // If Revive markers disabled OR unlimited revives
// for the below, 0.33 would nullify bonus damage from crits
"arg4" "0.7" // damage multiplier while crits are active. use this to reduce (or increase) crit damage, which is a 3.0 multiplier
// for the below, 0.5 would nullify bonus damage from mannpower strength
"arg5" "0.8" // damage multiplier while strength is active. use this to reduce (or increase) strength damage, which is a 2.0 multiplier
"arg6" "0.7;0.75;0.83;0.87;0.94;1.0;1.0;1.0;1.0;1.0;1.0;1.0" // explosion radius modifiers based on difficulty level.
// medic stuff -- excess medics will be stripped of their minigun but given a very powerful crossbow
"arg8" "0.5" // max standard medics. it can either be a solid value (1-31) or a percentage (0.00001 to 0.99999...) [set to 0 to not use]
"arg9" "1079" // crossbow weapon index (305 = normal, 1079 = festive)
"arg10" "2 ; 3.0 ; 42 ; 1 ; 103 ; 1.5 ; 97 ; 0.8" // damage boost, no headshots, increased projectile speed, decreased reload time
"arg11" "You have been randomly selected to be a crossbow medic.\nDon't worry, your crossbow is very powerful." // random selection notification
"arg12" "The medigun medic limit this round is %d." // medic limit notification
"arg15" "You are not a designated medigun medic.\nYou will use the crossbow instead." // needed for medic limit
"arg16" "0.0" // Round limit (specify a value in seconds to enable time limit)
// various flags, add them up for desired results
// 0x0001: Never change the player model.
// 0x0002: Never change the player class
// 0x0004: Never change the melee weapon
// 0x0008: Don't spawn a parachute.
// 0x0010: Don't allow novelty difficulties.
// 0x0020: Block random crits.
// 0x0040: Ensure explosion radius modifiers stack properly with automatic ones. (direct hit 0.3, air strike 0.85)
// 0x0080: No MVM alert sounds.
// 0x0100: Disable the Blitzkrieg voice messages.
// 0x0200: Disable the match begin Administrator messages.
// 0x0400: Disable the match end Administrator messages.
// 0x0800: Disable class reaction messages.
// 0x1000: Disable goombas entirely.
// 0x8000: VSP-specific workaround for the head collection problem. If you're not VSP, don't include this flag.
"arg19" "0x1040"
"plugin_name" "s93_blitzkrieg"
}
Weapon Overrides
PHP Code:
"ability10" // Sarysa's weapon overrides
{
// there can be up to 10 of these, from 0 to 9
"name" "blitzkrieg_weapon_override0"
// and args 1-18 will just be weapon index, weapon attributes, over and over
// allows for server specific weapon stat overrides
// what you see is very VSP specific, and not suitable for other servers.
// note that sequential breaks ARE allowed, so if you have 12 args and delete 7 and 8 later
// it won't break 9-12
"arg1" "43" // KGB, giving it higher jump and slightly higher move speed and major crit resist
"arg2" "128 ; 1 ; 2 ; 1.5 ; 224 ; 1.4 ; 412 ; 0.6 ; 275 ; 1 ; 326 ; 2.5 ; 107 ; 1.33 ; 258 ; 1.0 ; 62 ; 0.66"
"arg3" "608" // bootlegger, giving it less increased jump height than KGB, more shield charge time, more health, more turning control
"arg4" "202 ; 2.0 ; 26 ; 100.0 ; 326 ; 1.75 ; 246 ; 20.0 ; 107 ; 1.2 ; 135 ; 0.2 ; 64 ; 0.5 ; 62 ; 0.5" // and a move speed bonus. the downside? it's melee vs a ranged hale.
"arg5" "405" // wee booties, same as above. continuing the list, giving self-explosive damage reduction for the sticky users. (considered no fall damage but it'd allow sticky demo to stall)
"arg6" "202 ; 2.0 ; 26 ; 100.0 ; 326 ; 1.75 ; 246 ; 20.0 ; 107 ; 1.2 ; 135 ; 0.2 ; 64 ; 0.5 ; 62 ; 0.5" // also giving explosive and crit resist
"plugin_name" "s93_blitzkrieg"
}
Custom Weapon list
When enabled, the weapons listed below are modified with significantly powerful stats:
Spoiler
Scouts & Spies are critboosted for the duration of Blitzkrieg's round.
Snipers can wallclimb as long as they have enough HP
Stock Minigun & Reskins:
Generate Knockback rage by dealing damage. Use +attack3 when meter is full to use.
Stock Rocket Launcher & Reskins:
+100% Clip Size
+75% Faster firing speed
+50% self damage push force
+500% max primary ammo on wearer
-70% Blast Damage from rocket jumps
When the medic healing you is killed, you gain mini-crit boost for 10 seconds
Wearer never takes fall damage
-10% Damage Penalty
No Random Critical Hits
Flamethrowers except Phlog:
+100% Damage Bonus
+100% Flame Spread Area
+150% Airblast Push Force
+200% Flame Distance
70% Faster Weapon Switch
Always crits from behind
+75% ammo consumed per second
Stock Grenade Launcher & Reskins:
+15% Damage bonus
+200% Clip Size
+350% Max Primary Ammo
+75% Faster Firing Speed
+75% Faster Reload Time
-25% damage on contact with surfaces
The Direct Hit:
+50% Damage bonus
+100% Projectile speed
Increased Attack speed while blast jumping
Rocket Specialist
Clip size increased as you deal damage
When the medic healing you is killed, you gain mini-crit boost for 10 seconds
Wearer never takes fall damage
Minicrits airborne targets
Minicrits become crits
-70% Explosion radius
No Random Critical Hits
Black Box & Reskins:
+50% Clip Size
On-Hit: +5 Health
+75% Faster Firing Speed
+200% Self Damage Push Force
+250% Max Primary Ammo
-40% Blast Damage from rocket jumps
While a medic is healing you, this weapon's damage is increased by +50%
No Random Critical Hits
-50% Blast Radius
While not being healed by a medic, your weapon switch time is +30% longer
Loch-n-Load:
+75% Damage bonus
-50% Clip Size
+200% Max Primary Ammo
+75% Faster Firing Speed
+75% Faster Reload Time
Launched bombs shatter on surfaces
Brass Beast:
+20% Damage Bonus
Generate Knockback rage by dealing damage. Use +attack3 when meter is full to use
+50% Slower Spin-up Time
-60% Slower move speed while deployed
Liberty Launcher:
+75% Clip Size
+60% Faster Firing Speed
+200% Self Damage Push Force
+250% Max Primary Ammo
-25% Damage Penalty
-50% Blast Damage from rocket jumps
-15% Blast Radius
Tomislav:
+10% Damage Bonus.
-10% Faster Spinup Time.
No Barrel Spinup Sound
Generate Knockback rage by dealing damage. Use +attack3 when meter is full to use
+20% Slower Firing Speed
Cow Mangler:
+50% damage bonus
+100% Self Damage Push Force
No Ammo needed
A successful hit mid-air stuns Blitzkrieg for 5 seconds
Beggar's Bazooka:
+10% Damage Bonus
+650% Clip Size
+85% Faster Firing Speed
+50% Self Damage Push Force
+1000% Max Primary Ammo
+75% Faster reload speed
-75% Blast Damage from rocket jumps
Hold Fire to load up to 30 Rockets
Overloading will Misfire
+30 Degrees Random Projectile Deviation
Huo-Long Heater:
+10% Max Primary Ammo on-wearer
+25% Afterburn Damage Bonus
Sustains a ring of flames while deployed
Generate Knockback rage by dealing damage. Use +attack3 when meter is full to use
Uses +5 Ammo per second while deployed
+25% damage from melee sources while active
Loose Cannon:
+25% Damage bonus
+50% Clip Size
+300% Max Primary Ammo
+75% Faster Firing Speed
+75% Faster Reload Time
-30% damage on contact with surfaces
Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Cannonballs do not explode on impact
Air Strike:
Increased Attack speed while blast jumping
Rocket Specialist
Clip size increased as you deal damage
When the medic healing you is killed, you gain mini-crit boost for 10 seconds
Wearer never takes fall damage
-10% Damage Penalty
No Random Critical Hits
Panic Attack (while active):
+75& Faster move speed
+34% faster reload time
When the medic healing you is killed, you gain mini crits for 15 seconds
+50% blast, fire & crit damage vulnerability
Hold fire to load up to 6 shells
Fire rate increases as health decreases
Weapon spread increases as health decreases
Iron Bomber:
+10% Damage bonus
+400% Clip Size
+500% Max Primary Ammo
+75% Faster Firing Speed
+75% Faster Reload Time
-40% damage on grenades that explode on timer
Grenades have very little bound and roll
All Flareguns:
Crits vs Burning Players
+450% self damage push force
No crits vs non-burning
No Random Critical Hits
Sandvich & Reskins:
+50% Faster Regen Rate
Buff Banner & Reskins:
+150% longer buff duration
+50% max health
Battalion's Backup & Reskins:
+150% longer buff duration
+50% max health
Concheror & Reskins:
+150% longer buff duration
+50% max health
Medigun:
Use +attack3 (default middle mouse button) to deploy projectile shield
Overheal Expert applied
Healing Mastery applied
+25% faster charge rate
+25% faster weapon switch
+50% overheal bonus
Sandman:
+400% Max Misc Ammo
+50% Faster Recharge Rate
Alt-fire to launch baseball
-15% Max Health
Wrap Assassin (temporarily disabled):
+400% Max Misc Ammo
+50% Faster Recharge Rate
Alt-fire to launch ornament
-70% Damage Penalty
Construction PDA:
Teleporters are bi-directional
+10 Metal regenerated every 5 seconds
+300% Dispenser range
+30% Faster build speed
+150% Building Health
+25% Faster sentry firing speed
+25% Sentry damage bonus
I know a lot of people are gonna cry OP for this, but don't forget, a medic + pyro uber combo are your strongest weapons in your team to deflect the rockets!
Please do report bugs if found!
Special thanks to:
Big Bang Gamers
GoldClaimers
Saxton Hell
Degree-Gaming
Friends of Wobre
Versus Ponyville (as Donut Steel)
Lamarama
Xeno Gamers
Skial
TO-DO v3.3:
Bloodrider cross-compatibility
Translations for several major languages
Nep more Nep Neps
Last edited by 93SHADoW; 04-26-2018 at 04:21.
Reason: BETA 3.35
s93_blitzkrieg_abilities and s93_blitzkrieg_deatheffects merged into 1 plugin - s93_blitzkrieg.
Improvised floating ability and notification (via servercommand) to indicate when death effect or rage activates on rage_blitz and rage_miniblitz
rage_kritzkrieg now works as either a death effect or as a rage if used for other bosses
rage_blitzkrieg now works as either a death effect or as a rage if used for other bosses
Restored weighdown to be able to reset gravity to normal
Additional 5 rocket launchers for a total of 10 rocket launchers: The Direct Hit, Gold Botkiller Rocket Launcher MK. II, Rocket Launcher, Black Box, and The Air Strike.
My speaker system makes low-quality MP3's sound like a fork stuck inside a garbage disposal. Not a great experience at all (and have run into that situation with a few bosses).
I try to reduce the file size as much as possible without sacrificing too much sound quality for the best listening experience for boss BGM's.
All of the MP3's are at the recommended 128kbps/44khz standard (i could try the 96kbps suggestion though)
I always include the fastDL files with the main download which explains the large file sizes. I could always provide a download without the fastDL files for cases when they don't use fastDL or their server host provides a fast DL sync (like in my case, my server host has a fastDL sync which makes the fastDL files unnecessary)
You may have noticed i added a second download that omits the fastDL files, shaving the download size to 14.8MB.
If you want to mess around with his rocket launcher attributes to increase or lower the difficulty, just be sure to leave attribute 96 and 413 as-is when editing s93_blitzkrieg.sp to keep them balanced regardless of attributes changed.
rage_switch: normal rage weapons. See spoiler below:
rage_nextlife: these are his death effect weapons and are stronger than his rage weapons. Typically takes 1.5-2x as long to fill the entire clip. The more powerful it is, the larger the projectile angle deviation. See spoiler below:
If you want to give him different killstreak kit (killstreak, specialized and professional killstreaks) combinations on each rocket launcher, change attributes 2025, 2013 and 2014. See spoiler for values:
Spoiler
Quote:
Originally Posted by DaKaS
2025 ; <Killstreak_Value> - For Killstreaks Active
1 - Killstreak
2 - Specialized Killstreak
3 - Professional Killstreak
====================
2013 ; <Killstreaker_Value> - For Killstreaker Effect