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FF2 [Subplugin] Saxtoner Ability Pack


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Otokiru
Senior Member
Join Date: Apr 2012
Old 04-23-2012 , 07:52   [Subplugin] Saxtoner Ability Pack
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FF2 Saxtoner Ability Pack. (Latest Version: v1.3)
Original idea & credits, Kemsan. Re-coded by Otokiru. Updated by SHADoW NiNE TR3S.

Installation:
  • ff2_otokiru.ff2 -> plugins/freaks/
  • ff2_otokiru.sp -> scripting/
  • ff2_otokiru.phrases.txt -> translations/
Ability Pack consist of:
  • <rage_name> < preferred hale class> <ability details; where X = configurable>
  • Rage_Nurse (Medic) (Gives hale "The Crusader Crossbow" with X ammo.)
  • Rage_Scout (Scout) (Gives hale "The Sandman" with X balls.)
  • Rage_Pyrogas (Pyro) (Gives hale "The Detonator" with X ammo. Blast radius of 400%.)
  • Rage_Pedo (Any) (Force players to "Taunt" within rage radius.)
  • Rage_Gentlemen (Any) (Switch players into BossTeam for 5secs within rage radius, then revert them back to RedTeam only if they are still alive. Also instant teleport hale to random Player.)
  • Rage_AbstractSpy (Spy) (Disguise into random RedTeam player for X secs.)
  • Charge_Salmon (Any) (Re-spawn X random deadplayers into BossTeam on every charge.)
  • Ravensbro's Rage_Giftwrap (Scout) (Gives hale "Wrap Assassin" with X balls.)

CFG Configs:
Spoiler

ChangeLog:
Spoiler

Tell me if there's any problem. Enjoy!

Download:
https://forums.alliedmods.net/showpo...9&postcount=16

Last edited by Otokiru; 03-19-2015 at 01:31. Reason: New version
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 04-23-2012 , 07:55   Re: [TF2] Freak Fortress 2
Reply With Quote #2

You forgot/dont have the skins?
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Otokiru
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Join Date: Apr 2012
Old 04-23-2012 , 07:58   Re: [TF2] Freak Fortress 2
Reply With Quote #3

Quote:
Originally Posted by snelvuur View Post
You forgot/dont have the skins?
Erm, I don't release the skins since all the skins are in /saxtoner and instead of /freak_fortress_2.
And besides that, I don't know how to re-compile the models.
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 04-23-2012 , 08:17   Re: [TF2] Freak Fortress 2
Reply With Quote #4

Well we could just ask kemsan.. i still got the bz2 from the fast download server (pedo/polishnurse/abstractspy etc) i dont know if anyone can use those then.. (kemsan is offline for 4 days already and website is down)
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 04-23-2012 , 08:19   Re: [TF2] Freak Fortress 2
Reply With Quote #5

You just have to hex them, meh.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 04-23-2012 , 08:22   Re: [TF2] Freak Fortress 2
Reply With Quote #6

Quote:
Originally Posted by napalm00 View Post
You just have to hex them, meh.
Verb:
hex (third-person singular simple present hexes, present participle hexing, simple past and past participle hexed)
  1. To put a hex on.

Noun:
hex (plural hexes)
  1. An evil spell or curse.
  2. A witch.
  3. (rare) A spell (now rare but still found in compounds such as hex sign and hexcraft).
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 04-23-2012 , 08:27   Re: [TF2] Freak Fortress 2
Reply With Quote #7


You have to open them using Mecha's mdlhexer and change the model and materials paths at you liking.
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 04-23-2012 , 08:27   Re: [TF2] Freak Fortress 2
Reply With Quote #8

Ah, so we have to disenchant the models?
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Flyflo
Senior Member
Join Date: Jun 2008
Location: Grenoble, France
Old 04-23-2012 , 08:29   Re: [TF2] Freak Fortress 2
Reply With Quote #9

So the HHH is the result of Valve trying to hex the demoman ?
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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 04-23-2012 , 08:32   Re: [TF2] Freak Fortress 2
Reply With Quote #10

Quote:
Originally Posted by snelvuur View Post
Ah, so we have to disenchant the models?
It's just a slang term, derived from the fact that in the past you had to open the models with an hexadecimal editor and change the paths there. Don't eat me.
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