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FF2 Freak Fortress 2 1.10.14 Released


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Nightlauncher
Junior Member
Join Date: May 2014
Old 08-17-2014 , 18:42   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1011

Quote:
Originally Posted by friagram View Post
What I did for spy backstabs was set the damagecustom to 0, but then set the damage to the proper amount (by using a multiplier and the formula), and make it a critical. This way, it looks like a backstab, but it is not. If any subplugin attempts to change damage or return plugin_handled, it can and damage will be altered accordingly. This fixes several issues:
- Bosses will no longer randomly die from being backstabbed, because of strange health changes due to damagecustom backstab dealing tons of damage to them
- Any plugin can alter backstab damage properly in ontakedamage
- If desired, spies can be allowed to stab repeatedly, but for lesser ammounts (rather than blocking their knife)
Hmmm, that seems logical to me.
Thanks for the answer, maybe a better solution than I have.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 08-19-2014 , 03:40   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1012

Just a quick question, in the last version, the number before the boss's name on the character.cfg is still needed?
I remember something about that it's not needed anymore.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-19-2014 , 10:35   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1013

Quote:
Originally Posted by ClassicGuzzi View Post
Just a quick question, in the last version, the number before the boss's name on the character.cfg is still needed?
I remember something about that it's not needed anymore.
If it's still using KeyValues to read character.cfg, it still needs two strings per line even if it no longer has to be a number.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 08-19-2014 , 21:00   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1014

Quote:
Originally Posted by Powerlord View Post
If it's still using KeyValues to read character.cfg, it still needs two strings per line even if it no longer has to be a number.
Thanks, now I can add/delete/move bosses without any problem!
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Spyper
Senior Member
Join Date: Sep 2013
Old 08-20-2014 , 09:45   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1015

A strange thing: If you respawn boss it respawns with players loadout (both cosmetics and weapons) in ff2
However vsh doesnt have this bug, Hale respawns with only fists and uses his model.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 08-20-2014 , 22:44   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1016

Nightlauncher:
I'm probably going to implement some of VSH's new stuff into FF2 soon.

I'll look into the bug reports when I get back from vacation.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 08-26-2014 , 07:53   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1017

Blargh, so many bug reports to go through.
The spectator bug will probably be first on my list.

@Nightlauncher: Yes, soldiers seem to act oddly with many aspects of FF2. Not sure why. It makes them pretty OP against certain bosses...

@MaSerkzn: Try using rage_new_weapon.
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Last edited by Wliu; 08-26-2014 at 07:53.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 08-26-2014 , 13:46   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1018

Bosses can no longer spectate. As for the timebomb issue, that might be something on RTD's end.

A new cvar has also been added: ff2_boss_suicide. This cvar controls whether or not the boss can suicide *after* the round begins (suiciding is always disabled before round start). It defaults to 0 (boss can't suicide).
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Wliu
Veteran Member
Join Date: Apr 2013
Old 08-26-2014 , 13:56   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1019

Nightlauncher: Could you try re-installing ff2_1st_set_abilities.ff2? The sound should still play.
I've also always had problems with the ragdolls standing/running, at least since VSH 1.35 or so. Errors are logged in the client console as 'Bad ragdoll for [model name]', so I'd guess the only way to fix it is for the boss maker to include a ragdoll in the model.

To remove demoshields blocking a hit:
In OnTakeDamage, search for 'if(demoShield[client])' and remove that block of code. Ditto in OnStomp, expect with victim instead of client.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 08-27-2014 , 09:50   Re: Freak Fortress 2 1.10.0 Released
Reply With Quote #1020

Quintuple post!

I've synced FF2 with *most* of the changes from VSH.
Notable things I didn't include:
-Anchor
-Crit jarate (wat)
-Pit damage rebalancing (might be included later)
-Pit respawn
-Super jump spam (will probably be included later)
-HHH wallclimb
-HHH teleport alert (will be included later)
-Health/ammo pack pickup (will be included later)
-Easter Bunny rebalancing (will take a look later)
-L'entranger stuff with the longer cloak time and such (will take a look later)
-Shield crits cvar
-HP display cvar
-Super jump space charge
-Deadringer status (I suggest using TF2Fix for that-fixes lots of other bugs too!)
-Scout weapon rebalancing (might take a look later)
-Kunai rebalancing (FF2 has its own kunai formula that differs from VSH's original one)
-Demoboots
-Sydney Sleeper rage (not sure if FF2 already does this)
-Huntsman 2x ammo (might be included later)
-Medic crossbow buff (might be included later)
-Backstab formula rebalancing
-Dispenser cloak
-Short Circuit block (FF2 has a cvar for that already)
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Last edited by Wliu; 08-27-2014 at 09:51.
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