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[TF2] Freak Fortress 2


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MaloModo
Veteran Member
Join Date: Aug 2008
Old 04-26-2012 , 15:37   Re: [TF2] Freak Fortress 2
#491

Regarding the ammo bug. I have tried a number of different weapons both stock weapon slot 0 and 1 and switching around their slots with arg etc. Windows box at home and linux - all buggy - spawn sometimes 24, sometimes 36 etc. I even tried the limiting ammo attribute etc without any lasting success. Hope someone can get this fixed as of right now have nerfed 2 bosses

The other thing should mention is only seems to work with the first ability # when assigning new weapon ( for instance if you set (ability1) shotgun on full rage, but then set it for, say pistol, on death (-1) (ablility2) it will still only choose shotty on death..if you reverse the order of "ability#" if will always assign the pistol.

Last edited by MaloModo; 04-26-2012 at 15:48.
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Sindex
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Join Date: Jan 2012
Old 04-26-2012 , 16:09   Re: [TF2] Freak Fortress 2
#492

Pardon me Malo, did you fix the problem with the re-downloading issue you were having earlier for one of your bosses?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-26-2012 , 16:47   Re: [TF2] Freak Fortress 2
#493

Quote:
Originally Posted by MaloModo View Post
Regarding the ammo bug. I have tried a number of different weapons both stock weapon slot 0 and 1 and switching around their slots with arg etc. Windows box at home and linux - all buggy - spawn sometimes 24, sometimes 36 etc. I even tried the limiting ammo attribute etc without any lasting success. Hope someone can get this fixed as of right now have nerfed 2 bosses The other thing should mention is only seems to work with the first ability # when assigning new weapon ( for instance if you set (ability1) shotgun on full rage, but then set it for, say pistol, on death (-1) (ablility2) it will still only choose shotty on death..if you reverse the order of "ability#" if will always assign the pistol.
I've noticed earlier that attributes seems to be ignored at the moment on weapon1, etc... This means that things that don't work on weapon1 may still work on rage_new_weapon.

Although rage_new_weapon accepts the slot to put the weapon in for the player, I'm not so sure TF2 actually honors it. After all, the slots are hard-coded into the weapon index.. TF2Items doesn't actually have a setting which allows you to select a slot. Having said that, make sure you're using the Engineer shotgun (index 9) if you want a primary shotgun.

I've glanced at the code for rage_new_weapon. The ammo restriction works by manually setting m_iClip1, then checking m_iPrimaryAmmoType and using it as an offset into the m_iAmmo table of the player entity.

I haven't played around with it, but it certainly seems that this should work.
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Last edited by Powerlord; 04-26-2012 at 16:52.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 04-26-2012 , 16:47   Re: [TF2] Freak Fortress 2
#494

@ Sindex yeah....?

@Powerlord..used primary shotty on both primary and secondary on new_weapon...ammo bugged both times. I was referring the whole time to rage_new_weapon plugin sorry. I have tried heavy guns...flamethrower and more all ammo restrictions not honored on rage new weapon...idk.

Last edited by MaloModo; 04-26-2012 at 16:53.
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 04-26-2012 , 16:59   Re: [TF2] Freak Fortress 2
#495

I've noticed one possible bug in rage_new_weapon: Despite already having the newly created weapon's entity index, it's not passed to SetAmmo. Instead, SetAmmo calls GetPlayerWeaponSlot, meaning that if you passed the wrong slot, the weapon's ammo doesn't get updated.

I've attached a new version which also passes the new weapon's index and skips the GetPlayerWeaponSlot call.

Note: Get Plugin won't work, which is why I attached the compiled plugin. However, I can't attach .ff2 files. Remember to rename special_anims.smx to special_anims.ff2. It goes in your addons/sourcemod/plugins/freaks folder.

Note 2: This only addresses the issue where bosses had the wrong amount of ammo to start. If they can still pick up ammo boxes, something's wrong with the weapon attributes and it's not limiting the max ammo correctly.

Note 3: At work, can't test it.

Note 4: I thought about eliminating the slot argument entirely, since iirc TF2 removes a player's weapon if you give them a different one in the same slot.
Attached Files
File Type: sp Get Plugin or Get Source (special_noanims.sp - 136 views - 3.5 KB)
File Type: smx special_noanims.smx (6.0 KB, 490 views)
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Last edited by Powerlord; 04-26-2012 at 17:24.
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Sindex
Member
Join Date: Jan 2012
Old 04-26-2012 , 18:18   Re: [TF2] Freak Fortress 2
#496

Quote:
Originally Posted by MaloModo View Post
@ Sindex yeah....?
Awesome, because I am now experiencing the same problem and I was wondering what solution you used to solve it (please).
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 04-26-2012 , 18:57   Re: [TF2] Freak Fortress 2
#497

Quote:
Originally Posted by Sindex View Post
Awesome, because I am now experiencing the same problem and I was wondering what solution you used to solve it (please).
See this http://forums.alliedmods.net/showpos...&postcount=220

Last edited by MaloModo; 04-26-2012 at 18:57.
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Join Date: Jan 2012
Old 04-26-2012 , 20:26   Re: [TF2] Freak Fortress 2
#498

Quote:
Originally Posted by MaloModo View Post
Thanks man, I think I figured it out. It seems I actually was missing a model file so I had to take one of the default soldier files and stuck it in the correct directory. Once I did this the server stop trying to re-download the files. I feel like a complete imbecile.
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a9647
Junior Member
Join Date: Jul 2011
Old 04-27-2012 , 05:14   Re: [TF2] Freak Fortress 2
#499

overheal particle can't delete?
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FudgePoly
Senior Member
Join Date: Jul 2011
Old 04-27-2012 , 09:56   Re: [TF2] Freak Fortress 2
#500

1.04 is broken as heck:

Code:
L 04/27/2012 - 16:06:15: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/27/2012 - 16:06:15: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/27/2012 - 16:06:15: [SM]   [0]  Line 835, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::event_round_star$
L 04/27/2012 - 16:06:30: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/27/2012 - 16:06:30: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/27/2012 - 16:06:30: [SM]   [0]  Line 3970, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::PickSpecial()
L 04/27/2012 - 16:06:30: [SM]   [1]  Line 833, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::event_round_star$
L 04/27/2012 - 16:06:45: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/27/2012 - 16:06:45: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/27/2012 - 16:06:45: [SM]   [0]  Line 3970, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::PickSpecial()
L 04/27/2012 - 16:06:45: [SM]   [1]  Line 833, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::event_round_star$
L 04/27/2012 - 16:07:00: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/27/2012 - 16:07:00: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/27/2012 - 16:07:00: [SM]   [0]  Line 3970, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::PickSpecial()
L 04/27/2012 - 16:07:00: [SM]   [1]  Line 833, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::event_round_star$
L 04/27/2012 - 16:07:15: [SM] Native "KvRewind" reported: Invalid key value handle 0 (error 4)
L 04/27/2012 - 16:07:15: [SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 04/27/2012 - 16:07:15: [SM]   [0]  Line 3970, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::PickSpecial()
L 04/27/2012 - 16:07:15: [SM]   [1]  Line 833, D:\dropbox\scripting\freak_fortress_2\resources\addons\sourcemod\scripting\freak_fortress_2.sp::event_round_star
Doesn't really do anything and bugs out completely.
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