Raised This Month: $51 Target: $400
 12% 

FF2 Koishi's Bosses [BeepMan Updated!]


Post New Thread Reply   
 
Thread Tools Display Modes
uNg0veRNab1e
Member
Join Date: Jan 2013
Location: Russia, Siberia
Old 01-05-2016 , 16:09   Re: Koishi's Bosses [FINAL! FINAL? UPDATE except for Blitzkrieg]
Reply With Quote #241

Bug: boss/players could stuck in a wall when fh_babify ends.
__________________
uNg0veRNab1e is offline
Send a message via Skype™ to uNg0veRNab1e
93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 01-05-2016 , 16:27   Re: Koishi's Bosses [FINAL! FINAL? UPDATE except for Blitzkrieg]
Reply With Quote #242

Quote:
Originally Posted by uNg0veRNab1e View Post
Bug: boss/players could stuck in a wall when fh_babify ends.
The condition itself lacks any checks, so i'll get a workaround done soon. Also happens in vanilla TF2
__________________
93SHADoW is offline
Send a message via AIM to 93SHADoW Send a message via Skype™ to 93SHADoW
Transit Of Venus
Senior Member
Join Date: May 2014
Location: Australia
Old 01-06-2016 , 05:54   Re: Koishi's Bosses [FINAL! FINAL? UPDATE except for Blitzkrieg]
Reply With Quote #243

On my server it just slays them if there stuck lol
__________________

Click on the banner to explore my servers and more
Transit Of Venus is offline
Send a message via ICQ to Transit Of Venus Send a message via Skype™ to Transit Of Venus
uNg0veRNab1e
Member
Join Date: Jan 2013
Location: Russia, Siberia
Old 01-07-2016 , 00:59   Re: Koishi's Bosses [FINAL! FINAL? UPDATE except for Blitzkrieg]
Reply With Quote #244

Quote:
Originally Posted by Transit Of Venus View Post
On my server it just slays them if there stuck lol
Yeah, checked it again and it just slays players without resize, but boss rezises.
__________________

Last edited by uNg0veRNab1e; 01-07-2016 at 00:59.
uNg0veRNab1e is offline
Send a message via Skype™ to uNg0veRNab1e
uNg0veRNab1e
Member
Join Date: Jan 2013
Location: Russia, Siberia
Old 01-07-2016 , 03:59   Re: Koishi's Bosses [FINAL! FINAL? UPDATE except for Blitzkrieg]
Reply With Quote #245

found sarysa's check in this post - https://forums.alliedmods.net/showpo...3&postcount=32 and used it to prevent resize of a boss.
Also added a small damage with a force to boss if he stuck, because if boss is no longer stuck, check still think opposite till boss jums or being forced by small damage.
Attached Files
File Type: sp Get Plugin or Get Source (shadow93_bosses.sp - 138 views - 41.5 KB)
__________________
uNg0veRNab1e is offline
Send a message via Skype™ to uNg0veRNab1e
93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 02-01-2016 , 11:13   Re: Koishi's Bosses
Reply With Quote #246

Just because it was time to switch their HP formulas to the 1.10.6 (and newer) format.

Only boss that was significantly changed was Beepman.
  • Rage now grants him 3 entangles to complement the keyboard jammer rage.
  • BGM was replaced with Garbage on TiTAN

Also fixed Spybot's revolver regenerating ammo when it shouldn't have.

All bosses now have their dependencies listed in the CFG.

With that said, have a good day folks...
__________________

Last edited by 93SHADoW; 02-01-2016 at 11:15.
93SHADoW is offline
Send a message via AIM to 93SHADoW Send a message via Skype™ to 93SHADoW
93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 02-11-2016 , 09:02   Re: Koishi's Bosses
Reply With Quote #247

Subplugin update:
  • Checks resize status before Babify ends.
  • If unable to resize at player's current spot, will continue to be babified until it is safe to resize
  • Bumped version number to match shadow93_abilities
__________________
93SHADoW is offline
Send a message via AIM to 93SHADoW Send a message via Skype™ to 93SHADoW
uNg0veRNab1e
Member
Join Date: Jan 2013
Location: Russia, Siberia
Old 02-21-2016 , 17:03   Re: Koishi's Bosses [shadow93_bosses -> v1.22]
Reply With Quote #248

When you set custom model you forgot to change player's class
Code:
			if(model[0])
			{
				TF2_SetPlayerClass(ii, tfclasstype, _, false); // without this custom model isn't working for me
				SetEntityModel(ii, model);
			}
__________________
uNg0veRNab1e is offline
Send a message via Skype™ to uNg0veRNab1e
uNg0veRNab1e
Member
Join Date: Jan 2013
Location: Russia, Siberia
Old 02-21-2016 , 20:42   Re: Koishi's Bosses [shadow93_bosses -> v1.22]
Reply With Quote #249

Also in your bosses plugin:
Code:
stock bool IsValidMinion(int client)
{
	if (GetClientTeam(client)!=FF2_GetBossTeam()) return false;
	if (FF2_GetBossIndex(client) != -1) return false;
	return true;

}
This check also grabs minions from your abilities plugin and switches it, so a minion kill counts as teamkill, cause in your bosses plugin player_death hooked with EventHookMode_Pre. I think you need to add some more checks to prevent such collision.
__________________

Last edited by uNg0veRNab1e; 02-21-2016 at 21:20.
uNg0veRNab1e is offline
Send a message via Skype™ to uNg0veRNab1e
JuegosPablo
Veteran Member
Join Date: Feb 2016
Location: Gravity is a Harness
Old 02-25-2016 , 23:06   Re: Koishi's Bosses [shadow93_bosses -> v1.22]
Reply With Quote #250

Help the plugin ff2_otokiru.smx unable for load help me please
JuegosPablo is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:57.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode