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

The Easter Bunny


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 04-04-2013 , 09:46   The Easter Bunny
Reply With Quote #1

well as most know, the joke boss in VSH 1.42 is the Easter Bunny.

Powerlord suggested in the 1.08, he would include this as stock. If you dont want to wait, you can download the VSH models / materials and use this config.
https://forums.alliedmods.net/attach...3&d=1364635980

I have placemarkers for sound intro and theme, but is commented out as I did not want to effect what Powerlord was going to do for stock release.
Since the model and material paths are the stock VSH, I do not see how this could hurt what Powerlord will do for stock FF2. If you add sound, use a unique sound name, like with your clan tag in it so as to not effect the future stock release sound name


easterbunny.cfg
Code:
"character"
{
 "name" "Easter Bunny"
 "class" "4"
 "model" "models\player\saxton_hale\easter_demo.mdl"
 "ragedist" "600.0"
 "maxspeed" "270"
 "description_en" "Easter Bunny:\n''Easter Eggs for 2 refined!''\nSuper Jump: alt-fire, look up and stand up.\nWeigh-down: in midair, look down and crouch\nRage (low-distance stun + trade spam): taunt when the Rage Meter is full.\nCharge of Targe: reload button."
 
 "weapon1"
 {
  "name" "tf_weapon_bottle"
  "index" "264"
 }
 "ability1"
 {
  "name" "charge_bravejump"
  "arg0" "1"
  "arg1" "1.5"
  "arg2" "5"
  "plugin_name" "default_abilities"
 }
 "ability2"
 {
  "name" "rage_stun"
  "arg1" "5.0"
  "plugin_name" "default_abilities"
 }
 "ability3"
 {
  "name" "rage_preventtaunt"
  "plugin_name" "default_abilities"
 }
 "ability4"
 {
  "name" "rage_stunsg"
  "arg1" "7.0"
  "plugin_name" "default_abilities"
 }
 "ability5"
 {
  "name" "charge_weightdown"
  "arg0" "2"
  "buttonmode" "2"
  "plugin_name" "default_abilities"
 }
 "ability6"
 {
  "name" "special_democharge"
  "arg0" "3"
  "buttonmode" "2"
  "plugin_name" "ff2_1st_set_abilities"
 }
 "ability7"
 {
  "name" "special_dropprop"
  "arg1" "models\player\saxton_hale\w_easteregg.mdl"
  "arg3" "1"
  "plugin_name" "ff2_1st_set_abilities"
 }
// "sound_precache"
// {
//  "1" "freak_fortress_2\easterbunny\easterbunny_begin.mp3"
// } 
 "mod_precache"
 {
  "1" "models\player\saxton_hale\w_easteregg.mdl"
 } 
// "sound_begin"
// {
//  "1" "freak_fortress_2\easterbunny\easterbunny_begin.mp3"
// }
// "sound_bgm"
// {
//  "path1" "freak_fortress_2\easterbunny\easterbunny_bgm.mp3
//  "time1" "162"
// }
 "mod_download"
 {
  "1" "models\player\saxton_hale\easter_demo"
  "2" "models\player\saxton_hale\w_easteregg"
 }
 "mat_download"
 {
  "1" "materials\models\player\easter_demo\easter_body"
  "2" "materials\models\player\easter_demo\easter_rabbit"
  "3" "materials\models\props_easteregg\c_easteregg"
 } 
 "download"
 {
  "1" "materials\models\player\easter_demo\demoman_head_red.vmt"
  "2" "materials\models\player\easter_demo\easter_rabbit_normal.vtf"
  "3" "materials\models\player\easter_demo\eyeball_r.vmt"
  "4" "materials\models\props_easteregg\c_easteregg_gold.vmt"
  "5" "models\player\saxton_hale\w_easteregg.phy"
  "6" "models\player\saxton_hale\easter_demo.phy"
//  "7" "sound\freak_fortress_2\easterbunny\easterbunny_begin.mp3"
//  "8" "sound\freak_fortress_2\easterbunny\easterbunny_bgm.mp3"
 }
}

Last edited by BBG_Theory; 04-04-2013 at 09:46.
BBG_Theory is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-04-2013 , 11:07   Re: The Easter Bunny
Reply With Quote #2

I noticed the config you posted is just a reskin of DemoPan.

The Easter Bunny in VSH is a reskin of the Vagineer minus the uber and replacing it with rage_new_weapon. Oh, and it has a few other changes, such as projectile changes and spawning eggs.

This is the config file I have so far, but it's still very much a work in progress. As should be obvious since it references subplugins that don't yet exist... and the mysterious arg7 in rage_new_weapon.

One thing I need to fix in FF2 itself (or at least check) is if you can register the same ability for multiple event types or if it'll just ignore it. I need this for ability8 and ability9 in this config.

Edit: I didn't look to see if there were any existing subplugins for spawning items or changing projectiles.
Attached Files
File Type: cfg easterbunny.cfg (4.6 KB, 265 views)
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 04-04-2013 at 16:56.
Powerlord is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-05-2013 , 15:20   Re: The Easter Bunny
Reply With Quote #3

Yeah, I think I'm going to put off making abilities work for multiple event types until I redo the subplugin system. It's really not a simple fix and it's just easier to wait until I'm redoing how subplugins communicate anyway.
__________________
Not currently working on SourceMod plugin development.
Powerlord 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 10:26.


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