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FF2 FF2 2 rage platforms


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WhiteFalcon
Member
Join Date: Nov 2019
Old 08-09-2020 , 13:37   Re: FF2 2 rage platforms
Reply With Quote #11

The reason for slow switch was because i always found it quite annoying to miss while switching from rage to rage.
as for the slow EndAbility, i migrated a part of the code so that it doesnt get interrupted by cooldown anymore
I might add a way to manage switch cooldown later-on.
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doroemon
Senior Member
Join Date: Dec 2009
Location: TF2 AFK Server
Old 08-14-2020 , 08:40   Re: FF2 2 rage platforms
Reply With Quote #12

Quote:
Originally Posted by WhiteFalcon View Post
The reason for slow switch was because i always found it quite annoying to miss while switching from rage to rage.
as for the slow EndAbility, i migrated a part of the code so that it doesnt get interrupted by cooldown anymore
I might add a way to manage switch cooldown later-on.
Now AMS switching seem better , thanks~
But AMS 「"can end" "1"」seem still not working...?
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doroemon
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Join Date: Dec 2009
Location: TF2 AFK Server
Old 08-15-2020 , 08:01   Re: FF2 2 rage platforms
Reply With Quote #13

Subplugin ff2_phatrages.ff2 not working,
Ability not active,that's erorr log:
Code:
L 08/15/2020 - 19:57:39: [SM] Exception reported: Invalid data pack type (got 1 / expected 2).
L 08/15/2020 - 19:57:39: [SM] Blaming: freaks\ff2_phatrages.ff2
L 08/15/2020 - 19:57:39: [SM] Call stack trace:
L 08/15/2020 - 19:57:39: [SM]   [0] DataPack.ReadFloat
L 08/15/2020 - 19:57:39: [SM]   [1] Line 1364, FF2 Subplugin: Phat Rages::IonAttack
L 08/15/2020 - 19:57:39: [SM]   [2] Line 1309, FF2 Subplugin: Phat Rages::IOC_Invoke
L 08/15/2020 - 19:57:39: [SM]   [3] Line 1255, FF2 Subplugin: Phat Rages::Rage_IonCannon
L 08/15/2020 - 19:57:39: [SM]   [4] Line 338, FF2 Subplugin: Phat Rages::FF2_OnAbility2
L 08/15/2020 - 19:57:39: [SM]   [5] Line 48, C:\Users\dora\Desktop\srcds manager\ServerFile\ReviveFF2Server\tf\addons\sourcemod\scripting\include\freak_fortress_2_subplugin.inc::FF2_OnAbility
L 08/15/2020 - 19:57:39: [SM]   [7] Call_Finish
L 08/15/2020 - 19:57:39: [SM]   [8] Line 16949, Unofficial Freak Fortress::UseAbility
L 08/15/2020 - 19:57:39: [SM]   [9] Line 11243, Unofficial Freak Fortress::ActivateAbilitySlot
L 08/15/2020 - 19:57:39: [SM]   [10] Line 12183, Unofficial Freak Fortress::OnPlayerHurt
Boss CFG,ion cannon blast to hit when boss less life:
PHP Code:
    "ability1" 
    

        
"name"            "rage_ioncannon" 
        "arg0"                "-1"
        "arg1"            "3"    
// Timer    (How long it takes for the ion cannon blast to hit it's target in seconds.)
        
"arg2"            "900"    // Blast Radius    (Blast radius in units.)
        
"arg3"            "800"    // Blast Damage    (Amount of damage delivered by the blast.)
        
"arg4"            "0"    // Aim Mode     (0 = ion cannon is aimed at where boss is standing. 1 = ion cannon is aimed at where boss is looking.)
        
"plugin_name"     "ff2_phatrages" 
    



And Subplugin ff2_sarysamods6 had some problem too,
it doesn't have erorr log,but it will crash the server when "rage_rocket_barrage" was end
Code:
	"ability1"
	{
		"name"	"rage_rocket_barrage"
		"arg1"	"8" // number of ordinary rockets to fire
		"arg2"	"rocketgroup1;rocketgroup2" // list of attachment points to fire ordinary rockets from, semicolon separated
		"arg3"	"0.5" // rocket firing interval. note that due to it being necessary
		"arg4"	"80" // base damage for each rocket
		"arg5"	"2.0" // duration of charged shot charging
		"arg6"	"beamcannon" // attachment point for charged shot
		"arg7"	"140" // base damage for charged shot [note that there's a mandatory mini-crit and ignite applied, so keep this at about 60% what you want]
		"arg8"	"bomb_vortex_skull" // particle effect during shot charge
		
		// model swap
		"arg9"	"models\freak_fortress_2\stroheim\stroheim1.mdl" // old model name
		"arg10"	"models\freak_fortress_2\stroheim\stroheimrage1.mdl" // new model name
		
		// projectile speeds, a typical rocket is 1100
		"arg11"	"1300" // speed of normal shot
		"arg12"	"800" // speed of charged shot

		// melee weapon base stats, and stats appended for use by rockets (typically just explosion radius and damage falloff)
		"arg13"	"tf_weapon_shovel" // melee weapon: name
		"arg14"	"6" // melee weapon: index (necro smasher)
		"arg15"	"2 ; 3.1 ; 178 ; 0.5 ; 436 ; 1.0 ; 252 ; 0.7" // melee weapon: attributes (damage boost, weapon switch, plasma ragdoll, knockback resist)
		"arg16"	"0" // melee weapon: visibility
		"arg17" "118 ; 0.8" // normal rocket stats appended to melee (reduced damage falloff)
		"arg18" "118 ; 0.6 ; 99 ; 2.5 ; 284 ; 1" // charged rocket stats appended to melee (reduced damage falloff, greatly increased radius, crap dmg to bldg)
		
		// 0x0001 - causes the rockets to be directed at whatever solid wall/entity the user is looking at (otherwise, just a dumb eye angle copy) [not homing]
		// 0x0002 - include the charged rocket at the end.
		// 0x0004 - boss is immobile during the charging shot
		// 0x0008 - use sentryrocket instead of rocket
		"arg19"	"0x000f" // flags

		"plugin_name"	"ff2_sarysamods6"
	}
	"ability2"
	{
		"name"	"rocket_barrage2"
		
		"arg1"	"2.0" // delay before rage formally ends, and the boss' form reverts
		"arg2"	"" // sound that plays during charging shot
		"arg3"	"weapons\cow_mangler_main_shot.wav" // sound that plays when the charged shot fires
		"arg4"	"weapons\sentry_rocket.wav" // sound that plays when a rocket fires
		"arg5"	"" // sound that plays during transition into weapons mode
		"arg6"	"" // sound that plays during transition to normal mode
		"arg7"	"ghost_smoke" // particle for transform into weapons mode
		"arg8"	"ghost_smoke" // particle for transform back into normal mode
		
		// the argument below is the neutral particle which is used to locate the player's attachment points in world space.
		// it cannot be empty. however, if you don't like the effect, I recommend using a particle effect that people can't really see.
		// i.e. sparks that appear when an engie building is attacked.
		"arg9"	"crutgun_firstperson" // neutral particle which is used to locate 
		
		"plugin_name"	"ff2_sarysamods6"
    }
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Last edited by doroemon; 08-15-2020 at 08:11.
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