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FF2 [BOSSES] Redmond Mann & Blutarch Mann


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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 09-05-2014 , 15:22   Re: [BOSSES] Redmond Mann & Blutarch Mann
Reply With Quote #11

thanks for these. Great job!
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 09-10-2014 , 21:03   Re: [BOSSES] Redmond Mann & Blutarch Mann
Reply With Quote #12

v1.03:
-No more underscore in the duo setup's name.
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Last edited by 93SHADoW; 09-11-2014 at 12:51.
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 10-07-2014 , 20:09   Re: [BOSSES] Redmond Mann & Blutarch Mann
Reply With Quote #13

What's new for v1.04:

Blutarch's cloneattack ability replaced with a modified charge_salmon code re-purposed to be used as a rage in the single config. As a result, player stuns now rendered obsolete for him. And yes, they have full loadouts too.

Default amount will be 3 per rage.

Oh also, ragedamage increased to 2500 due to the nature of the rage being potentially OP ONLY for the single config for Blutarch.

Code:
	"ability6"								
	{
		"name" "rage_blutarch_teamspawn"
		"arg1"	"1" // Sound
		"arg2"	"3" // Summon Per Rage
 	        "arg3" 	"5" // Uber Protection
                "arg4"  "1" // Notification Alert
		"plugin_name"	"shadow93_abilities"

	}
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Last edited by 93SHADoW; 10-07-2014 at 20:28.
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Spyper
Senior Member
Join Date: Sep 2013
Old 10-14-2014 , 10:05   Re: [BOSSES] Redmond Mann & Blutarch Mann
Reply With Quote #14

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
What's new for v1.04:

Blutarch's cloneattack ability replaced with a modified charge_salmon code re-purposed to be used as a rage in the single config. As a result, player stuns now rendered obsolete for him. And yes, they have full loadouts too.

Default amount will be 3 per rage.

Oh also, ragedamage increased to 2500 due to the nature of the rage being potentially OP ONLY for the single config for Blutarch.

Code:
	"ability6"								
	{
		"name" "rage_blutarch_teamspawn"
		"arg1"	"1" // Sound
		"arg2"	"3" // Summon Per Rage
 	        "arg3" 	"5" // Uber Protection
                "arg4"  "1" // Notification Alert
		"plugin_name"	"shadow93_abilities"

	}
Carge_salmon have ability slot i think it can usabled as rage.
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 10-14-2014 , 10:09   Re: [BOSSES] Redmond Mann & Blutarch Mann
Reply With Quote #15

Quote:
Originally Posted by Spyper View Post
Carge_salmon have ability slot i think it can usabled as rage.
Otokiru mentioned the code had to be modified before it could be used as a rage. If you simply set charge_salmon's arg0 to 0 or -1, it won't work as a rage.

All i did was remove the charge-specific code to make it work as a rage.

Charge_Salmon untouched:
PHP Code:
Charge_Salmon(const String:ability_name[],index,slot,action)
{
    new 
Float:charge=FF2_GetBossCharge(index,slot);
    new 
Boss=GetClientOfUserId(FF2_GetBossUserId(index));
    new 
var3=FF2_GetAbilityArgument(index,this_plugin_name,ability_name3);    //sound
    
new var4=FF2_GetAbilityArgument(index,this_plugin_name,ability_name4);    //summon_per_rage
    
new Float:duration=FF2_GetAbilityArgumentFloat(index,this_plugin_name,ability_name,5,3.0); //uber_protection

    
switch (action)
    {
        case 
1:
        {
            
SetHudTextParams(-1.00.880.15255255255255);
            
ShowSyncHudText(BossjumpHUD"%t","salmon_status_2",-RoundFloat(charge));
        }    
        case 
2:
        {
            
SetHudTextParams(-1.00.880.15255255255255);
            if (
bEnableSuperDuperJump[index])
            {
                
SetHudTextParams(-1.00.880.152556464255);
                
ShowSyncHudText(BossjumpHUD,"%t","super_duper_jump");
            }    
            else
                
ShowSyncHudText(BossjumpHUD"%t","salmon_status",RoundFloat(charge));
        }
        case 
3:
        {
            new 
Action:act Plugin_Continue;
            new 
super bEnableSuperDuperJump[index];
            
Call_StartForward(OnHaleJump);
            
Call_PushCellRef(super);
            
Call_Finish(act);
            if (
act != Plugin_Continue && act != Plugin_Changed)
                return;
            if (
act == Plugin_ChangedbEnableSuperDuperJump[index] = super;
            
            if (
bEnableSuperDuperJump[index])
            {
                
decl Float:vel[3];
                
decl Float:rot[3];
                
GetEntPropVector(BossProp_Data"m_vecVelocity"vel);
                
GetClientEyeAngles(Bossrot);
                
vel[2]=750.0+500.0*charge/70+2000;
                
vel[0]+=Cosine(DegToRad(rot[0]))*Cosine(DegToRad(rot[1]))*500;
                
vel[1]+=Cosine(DegToRad(rot[0]))*Sine(DegToRad(rot[1]))*500;
                
bEnableSuperDuperJump[index]=false;
                
TeleportEntity(BossNULL_VECTORNULL_VECTORvel);
            }
            else
            {
                if(
var3!=0)
                {
                    
EmitSoundToAll(ZEPH_SND);
                    
EmitSoundToAll(ZEPH_SND);
                }
                
                new 
ii;
                for (new 
i=0i<var4i++)
                {
                    
ii GetRandomDeadPlayer();
                    if(
ii != -1)
                    {
                        
bSalmon true;
                        
FF2_SetFF2flags(ii,FF2_GetFF2flags(ii)|FF2FLAG_ALLOWSPAWNINBOSSTEAM);
                        
ChangeClientTeam(ii,BossTeam);
                        
TF2_RespawnPlayer(ii);
                        
TF2_AddCondition(iiTFCond_Uberchargedduration);
                    }
                }
            }            
        }
    }
}

stock GetRandomDeadPlayer()
{
    new 
clients[MaxClients+1], clientCount;
    for(new 
i=1;i<=MaxClients;i++)
    {
        if (
IsValidEdict(i) && IsClientConnected(i) && IsClientInGame(i) && !IsPlayerAlive(i) && (GetClientTeam(i) > 1))
        {
            
clients[clientCount++] = i;
        }
    }
    return (
clientCount == 0) ? -clients[GetRandomInt(0clientCount-1)];
}

public 
Action:event_player_death(Handle:event, const String:name[], bool:dontBroadcast)
{
    if (
bSalmon)
    {
        new 
client=GetClientOfUserId(GetEventInt(event"userid"));
        new 
isBoss=FF2_GetBossIndex(client);
        if (
isBoss!=-1)
        {
            for(new 
ii=1ii<=MaxClientsii++)
            {
                if(
IsClientInGame(ii) && IsClientConnected(ii) && IsPlayerAlive(ii) && (GetClientTeam(ii)==BossTeam))
                {
                    
ChangeClientTeam(ii,2);
                }
            }
            
bSalmon false;
        }
    }

After modifying it to use as a rage:
PHP Code:
// Blutarch Mann's Team Spawn, based on Otokiru's Charge_Salmon Code
Blutarch_TeamSpawn(const String:ability_name[],index)
{
    new 
Boss=GetClientOfUserId(FF2_GetBossUserId(index));
    new 
var1=FF2_GetAbilityArgument(index,this_plugin_name,ability_name1);    //sound
    
new var2=FF2_GetAbilityArgument(index,this_plugin_name,ability_name2);    //summon_per_rage
    
new Float:duration=FF2_GetAbilityArgumentFloat(index,this_plugin_name,ability_name,3,3.0); //uber_protection
    
new notify=FF2_GetAbilityArgument(index,this_plugin_name,ability_name4);    //notification alert
    
if(var1!=0)
        {
            
EmitSoundToAll(MANN_SND);
            
EmitSoundToAll(MANN_SND);
        }
    new 
ii;
    for (new 
i=0i<var2i++)
        {
            
ii GetRandomDeadPlayer();
            if(
ii != -1)
            {
                
FF2_SetFF2flags(ii,FF2_GetFF2flags(ii)|FF2FLAG_ALLOWSPAWNINBOSSTEAM);
                
ChangeClientTeam(ii,BossTeam);
                
TF2_RespawnPlayer(ii);
                
TF2_AddCondition(iiTFCond_Uberchargedduration);
            }
        }
    if(
notify!=0)
        {
            
PrintCenterText(Boss,"Your team has spawned, they will assist you");
        }
}            
stock GetRandomDeadPlayer()
{
    new 
clients[MaxClients+1], clientCount;
    for(new 
i=1;i<=MaxClients;i++)
    {
        if (
IsValidEdict(i) && IsClientConnected(i) && IsClientInGame(i) && !IsPlayerAlive(i) && (GetClientTeam(i) > 1))
        {
            
clients[clientCount++] = i;
        }
    }
    return (
clientCount == 0) ? -clients[GetRandomInt(0clientCount-1)];
}
public 
Action:event_player_death(Handle:event, const String:name[], bool:dontBroadcast)
{
    if(
GetEventInt(event"death_flags") & TF_DEATHFLAG_DEADRINGER)
    {
        return 
Plugin_Continue;
    }
    new 
client=GetClientOfUserId(GetEventInt(event"userid"));
    new 
isBoss=FF2_GetBossIndex(client);
    if (
isBoss!=-1)
    {
        for(new 
ii=1ii<=MaxClientsii++)
        {
            if(
IsClientInGame(ii) && IsClientConnected(ii) && IsPlayerAlive(ii) && (GetClientTeam(ii)==BossTeam))
            {
                
ChangeClientTeam(ii,2);
            }
        }
    }
    return 
Plugin_Continue;

FURTHER UPDATES TO BE POSTED ON MY BOSSES THREAD AND FIRST POST UPDATED TO REFLECT CHANGES:
https://forums.alliedmods.net/showthread.php?t=246980
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Last edited by 93SHADoW; 10-31-2014 at 15:13. Reason: FURTHER CHANGES WILL BE POSTED ON MY BOSSES THREAD.
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