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

FF2 Freak Fortress 2 1.10.14 Released


Post New Thread Reply   
 
Thread Tools Display Modes
Wliu
Veteran Member
Join Date: Apr 2013
Old 05-20-2014 , 16:43   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #681

^Yup.

Anyway, I believe that I've fixed the exploit, thanks to some code Powerlord wrote (but didn't activate).
What this code does is intercept whenever a player is trying to change the team, and 99% of the time deny the switch. For example, if you're trying to switch to the boss team, nothing would happen. Note that this doesn't affect plugins that use ChangeClientTeam() (since the method catches the "jointeam" command).

Some more examples:
FF2 switches someone to the boss team-Switch succeeds.
You try to join spectator-Not allowed, unless your server has mp_allowspectators enabled.
You try to join a different team-Not allowed, period.
__________________
~Wliu
Wliu is offline
Wliu
Veteran Member
Join Date: Apr 2013
Old 05-20-2014 , 21:19   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #682

Here's Beta 12.

This only exists because I changed around a whole lot of core functionality, and want to make sure it works.

-Reworked joining a team, thanks to Powerlord's code
-Reworked changing classes as boss (NOT TESTED)
-Merged the two event_player_death functions into one
-Changed the BossCrits cvar back to the callback-based function to save on attributes and also make sure ALL crits were blocked (thanks Eggman)
-Fixed a regression that stopped 1-5 second warnings (before the stalemate) from playing
-Fixed a regression where Ninja Spy wouldn't "teleport" to the target during slow-mo
-Fixed a bug where Ninja Spy could get stuck in ceilings during slow-mo
-Fixed a bug where certain cvars weren't getting set properly on plugin start
-Fixed some functions failing to work if the client was previously a minion
-Fixed jarate/marked-for-death/etc. not disappearing immediately
-Changed Goomba Stomp's jump power from 5000 to 50 following complaints

Pretty big changelog .
Also, not sure if the include file changed, but I included it for good measure ;).
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 194 views - 216.4 KB)
File Type: sp Get Plugin or Get Source (ff2_1st_set_abilities.sp - 199 views - 29.5 KB)
File Type: inc freak_fortress_2.inc (16.7 KB, 216 views)
File Type: smx freak_fortress_2.smx (107.9 KB, 205 views)
File Type: smx ff2_1st_set_abilities.smx (22.2 KB, 222 views)
__________________
~Wliu
Wliu is offline
Research
SourceMod Donor
Join Date: Nov 2011
Old 05-21-2014 , 11:20   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #683

Is it possible to block rage when round end? I mean, if ff2 check round win or stalemate, block boss rage
immediately.
if map have 'damage trap'(like cliff, needle, etc) and trolling user is boss, they jump in the trap deliberately and start 'rage spam'. if boss have noisy rage, sometime rage sound is continue in next round
I making the server rule in my server for this problem but can't cut off this situation.

and question: What do you think about the boss rage health check for percentage? rage check like boss 'life' system but player can use manually.
Research is offline
M76030
Senior Member
Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 05-21-2014 , 14:00   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #684

Hello,
i found a bug with the new beta
1. dead ringer hales lose all their HP after using the dead ringer and then they die immedantly
M76030 is offline
Wliu
Veteran Member
Join Date: Apr 2013
Old 05-21-2014 , 15:15   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #685

Quote:
Originally Posted by Research View Post
Is it possible to block rage when round end? I mean, if ff2 check round win or stalemate, block boss rage
immediately.
if map have 'damage trap'(like cliff, needle, etc) and trolling user is boss, they jump in the trap deliberately and start 'rage spam'. if boss have noisy rage, sometime rage sound is continue in next round
I making the server rule in my server for this problem but can't cut off this situation.

and question: What do you think about the boss rage health check for percentage? rage check like boss 'life' system but player can use manually.
Sure. Could you elaborate a bit on what you mean about "boss rage health check for percentage"?

Quote:
Originally Posted by M76030 View Post
Hello,
i found a bug with the new beta
1. dead ringer hales lose all their HP after using the dead ringer and then they die immedantly
Thought there would be some bugs. Do you mean normal players using the DR, or *bosses* that can use the DR?
__________________
~Wliu
Wliu is offline
Wliu
Veteran Member
Join Date: Apr 2013
Old 05-21-2014 , 18:43   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #686

Another serious exploit has just been discovered totally by accident (and fixed). A player could switch to demo (with a shield), switch back to their desired class, and FF2 would think that they had a shield. Basically allowed for a free shield on every single class. Fixed by resetting demoShield[client] every time a player switched classes.

Investigating why OnChangeClass is still letting the boss change class.

@Research: Rages and lifeloss abilities should now be blocked on round end.
@M76030: I can't reproduce using the DR as a normal player.
__________________
~Wliu
Wliu is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-21-2014 , 23:26   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #687

Why don't you just cache it's entref?
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
Research
SourceMod Donor
Join Date: Nov 2011
Old 05-22-2014 , 01:53   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #688

Quote:
Originally Posted by Wliu View Post
@Research: Rages and lifeloss abilities should now be blocked on round end.
Thanks for quick modify

Quote:
Originally Posted by Wliu View Post
Sure. Could you elaborate a bit on what you mean about "boss rage health check for percentage"?
if: boss maxhealth is 20000, ragedamage is 20% -> boss can use rage 4 time when he get damage 20% in maxhealth(bosshp 16000, 12000, 8000, 4000)
I just want to know what do you think.
Research is offline
Eggman
Senior Member
Join Date: Jan 2010
Old 05-22-2014 , 04:27   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #689

How about add "default" parameter for health formula? As usual, bosses uses [old] default health formula multiplied/devided by some value.
Eggman is offline
M76030
Senior Member
Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 05-22-2014 , 07:14   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #690

@M76030: I can't reproduce using the DR as a normal player.[/QUOTE]

it only happens when a boss is using the deadringer, the normal players are fine with using the dead ringer.
M76030 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 06:24.


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