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Title: [old topic] Succubus Hunter Post by: DisturbeD on December 03, 2009, 05:15:28 PM Hey Ho,
remade the race Succubus Hunter.. (http://img5.imagebanana.com/img/7wbswce4/thumb/Succubus_Blues_by_livingrope.jpg) (http://img5.imagebanana.com/view/7wbswce4/Succubus_Blues_by_livingrope.jpg) Skills: 1.) [ATTACK-SKILL] Head Hunter: Do extra damage and gain your victim's SKULLs. Note: This is your main skill... The higher you lvled this skill the more damage you do and the more skulls you gain, but more skulls means at the same time a smaller chance to get more skulls.. Additionally the capacity to hold skulls depends on the lvl of this skill: Lvl 1 = 5 Skulls Lvl 2 = 10 Skulls etc.. 2.) [SPAWN-SKILL] Totem Incantation: You gain 1-2HP, 25-50$ and 1-5XP for each skull you collected. 3.) [JUMP-SKILL] Assault Tackle: Makes you jump longer. 4.) [ULTIMATE] Daemonic Transformation: Get 20-80% less gravity, 20-80% more speed and 10-40 HP. Costs 1/2/3/4 SKULLs. Title: Re: Succubus Hunter Post by: Anthony Iacono on December 03, 2009, 05:49:56 PM Remember, each race only gets 3 skills and 1 ultimate.
Not going to read through the whole thing right now but nice! :) Title: Re: Succubus Hunter Post by: DisturbeD on December 03, 2009, 06:08:11 PM what the?! ;D why only 3 skills and 1 ultimate?
Just overflew your tutorial, so I might didn read somethin... Well I can fuse the 2 damage skills, so it shouldn be a problem! Title: Re: Succubus Hunter Post by: Anthony Iacono on December 03, 2009, 07:23:09 PM :) Thats how it was in 1.6, I am old school :P
Title: Re: Succubus Hunter Post by: DisturbeD on December 03, 2009, 07:39:45 PM Lol :D But theoretically its possible to have more skills? Coz im not that old school :P
Looking at my profile I know that sourcepawn exists for 7 hours minus 4 hours when I started reading the docu.. Title: Re: Succubus Hunter Post by: Anthony Iacono on December 03, 2009, 09:08:15 PM Maybe in the future but for beta at least it'll be 4.
Title: Re: Succubus Hunter Post by: stinkyfax on December 07, 2009, 06:12:28 PM some restrictions make uniqueness to the game-style, so probably this restriction is a must.
Title: Re: Succubus Hunter Post by: DisturbeD on December 08, 2009, 07:19:18 AM But that is what I liked very much about WCS.. Every race can be unique with different kinds AND number of skills (if you dont look at 80% of the cped races)
Title: Re: Succubus Hunter Post by: DisturbeD on December 12, 2009, 02:34:44 PM Hey, wrote all my exams so I can go back to learning sourcepawn again..
Just downloaded a compiler and saw that I got tons of errors in this race.. Tho I fixed it and the race should be playable now, I still got a few questions: 1. How to pass more than 1 number parameter in a timer? I used CreateDataTimer and changed an int to a float to be able to pass everything.. but there should be a better way to do that.. 2. How to fake damage done to a player by another player.. I heard of dhTakeDamage from Dukehacks but I read that this isn working anymore... any other way? I want it to look like that: (http://img5.imagebanana.com/img/cns3qun1/lala.jpg) 3. What does loose indentation means? It bugs me that I fixed all errors and got 1 warning remaining... After this race Ill be probably tryin myself in some custom races.. Title: Re: Succubus Hunter Post by: stinkyfax on December 12, 2009, 02:42:03 PM you could use same method as WCS uses but it has a limit of weapon type. You could also use method my wow mod uses but it has a limit of side effect spec-after-death (your slow-motion camera after death points out at random target in CSS rather than killer, though in TF2 it works fine)
You could invent your method. Now about the timer - yes you can. You can send handles as argument which means u can send everything, try studying a little "Datapack" handle, I guess that's what u need. Title: Re: Succubus Hunter Post by: DisturbeD on December 12, 2009, 03:01:13 PM Hmm
1). WCS method: Code: es_give server_var(wcs_ddtargetid) point_hurt es_fire server_var(wcs_ddtargetid) !self addoutput "targetname badboy" es_fire server_var(wcs_ddtargetid) point_hurt addoutput "targetname rps_damage" es_format wcs_hurt_damage "Damage %1" server_var(wcs_dddamage) es_fire server_var(wcs_ddtargetid) rps_damage addoutput server_var(wcs_hurt_damage) es_fire server_var(wcs_ddtargetid) rps_damage addoutput "DamageType 1" es_fire server_var(wcs_dduserid) rps_damage addoutput "DamageTarget badboy" es_fire server_var(wcs_ddtargetid) rps_damage TurnOn es_fire server_var(wcs_dduserid) rps_damage Hurt es_fire server_var(wcs_ddtargetid) rps_damage kill es_fire server_var(wcs_ddtargetid) !self addoutput "targetname taco" SourcePawn translation by AtomicStryker: Code: DamageEffect(target) { new pointHurt = CreateEntityByName("point_hurt"); // Create point_hurt DispatchKeyValue(target, "targetname", "hurtme"); // mark target DispatchKeyValue(pointHurt, "Damage", "0"); // No Damage, just HUD display. Does stop Reviving though DispatchKeyValue(pointHurt, "DamageTarget", "hurtme"); // Target Assignment DispatchKeyValue(pointHurt, "DamageType", "65536"); // Type of damage DispatchSpawn(pointHurt); // Spawn descriped point_hurt AcceptEntityInput(pointHurt, "Hurt"); // Trigger point_hurt execute AcceptEntityInput(pointHurt, "Kill"); // Remove point_hurt DispatchKeyValue(target, "targetname", "cake"); // Clear target's mark } But this doesn fake the damage by another player.. its just like ForcePlayerSuicide... 2. WOW method: Your code is over 15000 lines.. where to start searching? xD 3. Creating my own method: Im a beginner.. u are really overestimating me! 4, Where to study Datapack-handling? This didn help at all: http://wiki.alliedmods.net/DataPacks *Hmm correct me if Im wrong, but are the datapacks resembling the queue type in c++`? So you can write all kind of cells in there and when u read them, the first element is being deleted and the second element is ready to be read... Title: Re: Succubus Hunter Post by: stinkyfax on December 12, 2009, 03:19:14 PM WCS method indeed kills target, but that's what you need - good killing.
To deal non killing damage you just reduce target's health. The problem is reached when you need to kill target in good way - give the killer trophy make scores look good, etc. So the dealdamage in WCs looks this way: dealdamage(client, 50) ->>> if health > 50 then health -= 50 else run killing function. Also don't make same mistake as WCS has, you should also send fake event of damage done so that statistics plugins can keep track on extra damage instead of pass it by. about wow mod, finding out how my system work will require rly lots of efforts so you better let it go or try later with more expirience. wiki DataPack site is useless :D I'll try explain in breath how u use it for timers: create handle, create datapack, push cells/floats/strings u need (if u push strings make sure u know the size of string during extraction) then create timer and send handle as argument, also include TIMER_HANDLE_CLOSE (or it's TMR_HANDLE_CLOSE) Flag which will close handle automatically when timer is killed/expired. In timer's callback receive the handle as argument, example: public Action:my_Timer(Handle:timer, Handle:pack) { and now just read those arguments, don't forget to rewind.. ResetPack(pack); read cell, read float, read strings.. Make sure you read exactly in same order and as much as u saved, otherwise u'll get errors. } Good luck :) Title: Re: Succubus Hunter Post by: DisturbeD on December 12, 2009, 03:34:54 PM Ok ty.. your explanation about datapacks confirmed my opinion that datapacks are like queues in c++
Well and about the dealdamage thing: I knew how they have done the killing part.. the question is how to fake that another player killed the victim? Like in the pic above ^_^ Well hope Anthony implements a dealdamage function.. that would help alot! Title: Re: Succubus Hunter Post by: Naris on December 12, 2009, 03:46:38 PM Here is a version of your Succubus Hunter race that I fixed to compile and to work in TF2 and DOD.
To do damage it uses this code: Code: new new_health=GetClientHealth(index)-RoundFloat(damage); if (new_health<=0) ForcePlayerSuicide(index); else SetEntityHealth(index,new_health); Title: Re: Succubus Hunter Post by: stinkyfax on December 12, 2009, 03:49:46 PM new Handle:pack;
CreateDataTimer(10.0,FinishTrans,pack); WritePackCell(pack, client); WritePackFloat(pack, float(skill_trans*10)); Uh? error code. do: new Handle:pack = CreateDatapack(); Write.. Write.. CreateDataTimer.. I wouldn't risk creating timer with unprepared handle eventhough it has 10 seconds but what if there is another function which will call timer immediately? Title: Re: Succubus Hunter Post by: Naris on December 12, 2009, 04:03:57 PM new Handle:pack; CreateDataTimer(10.0,FinishTrans,pack); WritePackCell(pack, client); WritePackFloat(pack, float(skill_trans*10)); Uh? error code. do: new Handle:pack = CreateDatapack(); Write.. Write.. CreateDataTimer.. I wouldn't risk creating timer with unprepared handle eventhough it has 10 seconds but what if there is another function which will call timer immediately? Noooooooooooooooo!!!! That will leak handles all over the place! He had it correct, Code: new Handle:pack; CreateDataTimer(10.0,FinishTrans,pack); The CreateDataTime() stock creates a DataPack, so your method will create an extra datapack that is never used and never closed. Also, The source engine is single threaded, so there is absolutely NO way "another function " can "call the timer" before the end if the code in question. Also the mythical "other function" would have to have the Timer's Handle to even attempt to trigger it. Title: Re: Succubus Hunter Post by: stinkyfax on December 12, 2009, 04:09:08 PM that's true, I haven't noticed its CreateDataTimer, I usually use CreateTimer for datapacks as well which doesn't modify handle.
Then it is correct considering the function is different. Title: Re: Succubus Hunter Post by: DisturbeD on December 12, 2009, 04:24:01 PM Hey naris thank you for fixin... Tho I guess u didn fix the latest version..
But there is still alot of new lines in there.. Ill look at it later to decide what to implement ^_^ just 1 lil error at compiling -> you forgot #include <sdktools_functions> Title: Re: Succubus Hunter Post by: DisturbeD on December 12, 2009, 05:11:41 PM ok just fixed the ultimate for now (credits goes to Naris)
After I made all effects and found a better way to fake damage, Ill probably do 2 versions: 1 for Css and 1 for TF2 and DOD.. Dang your source code would have helped me alot before I fixed most bugs myself ;D Title: Re: Succubus Hunter Post by: DisturbeD on December 16, 2009, 06:03:30 PM Found some time to fix the race...
Gotta test it tomorrow but I think everything should be fixed now :D Files at the first post -> http://war3source.com/index.php?topic=15.msg61#msg61 Title: Re: Succubus Hunter Post by: Anthony Iacono on December 16, 2009, 07:36:51 PM Hmm War3_DealDamage :)1). WCS method: Code: es_give server_var(wcs_ddtargetid) point_hurt es_fire server_var(wcs_ddtargetid) !self addoutput "targetname badboy" es_fire server_var(wcs_ddtargetid) point_hurt addoutput "targetname rps_damage" es_format wcs_hurt_damage "Damage %1" server_var(wcs_dddamage) es_fire server_var(wcs_ddtargetid) rps_damage addoutput server_var(wcs_hurt_damage) es_fire server_var(wcs_ddtargetid) rps_damage addoutput "DamageType 1" es_fire server_var(wcs_dduserid) rps_damage addoutput "DamageTarget badboy" es_fire server_var(wcs_ddtargetid) rps_damage TurnOn es_fire server_var(wcs_dduserid) rps_damage Hurt es_fire server_var(wcs_ddtargetid) rps_damage kill es_fire server_var(wcs_ddtargetid) !self addoutput "targetname taco" SourcePawn translation by AtomicStryker: Code: DamageEffect(target) { new pointHurt = CreateEntityByName("point_hurt"); // Create point_hurt DispatchKeyValue(target, "targetname", "hurtme"); // mark target DispatchKeyValue(pointHurt, "Damage", "0"); // No Damage, just HUD display. Does stop Reviving though DispatchKeyValue(pointHurt, "DamageTarget", "hurtme"); // Target Assignment DispatchKeyValue(pointHurt, "DamageType", "65536"); // Type of damage DispatchSpawn(pointHurt); // Spawn descriped point_hurt AcceptEntityInput(pointHurt, "Hurt"); // Trigger point_hurt execute AcceptEntityInput(pointHurt, "Kill"); // Remove point_hurt DispatchKeyValue(target, "targetname", "cake"); // Clear target's mark } But this doesn fake the damage by another player.. its just like ForcePlayerSuicide... 2. WOW method: Your code is over 15000 lines.. where to start searching? xD 3. Creating my own method: Im a beginner.. u are really overestimating me! 4, Where to study Datapack-handling? This didn help at all: http://wiki.alliedmods.net/DataPacks *Hmm correct me if Im wrong, but are the datapacks resembling the queue type in c++`? So you can write all kind of cells in there and when u read them, the first element is being deleted and the second element is ready to be read... Title: Re: Succubus Hunter Post by: Anthony Iacono on December 16, 2009, 08:08:55 PM What I meant to say is War3_DealDamage is already implimented. Use that instead please.
Title: Re: Succubus Hunter Post by: DisturbeD on December 17, 2009, 01:24:36 PM Oh didn know that.. but Im gettin an error if I want to compile the code: error 017: undefined symbol "War3_DealDamage"
I included the latest version of War3Source.. what am I doin wrong? ??? Title: Re: Succubus Hunter Post by: Anthony Iacono on December 17, 2009, 02:30:48 PM You must not have the latest version.
Paste your War3Source_Interface.inc Title: Re: Succubus Hunter Post by: DisturbeD on December 17, 2009, 03:18:29 PM Ah solved it myself, my pc didn overwrite the old file ... sry my fault ;D
well added War3_DealDamage and fixed a lil jump bug.. last thing which Ill do with this race is Naris TF2 support ;p Title: Re: Succubus Hunter Post by: Adluc on June 29, 2010, 12:57:06 PM Code: L 06/29/2010 - 20:55:14: [SM] Unable to load plugin "war3source/War3Source_SuccubusHunter.smx": Native "War3_SetMaxSpeed" was not found Whats wrong ? Title: Re: Succubus Hunter Post by: Naris on June 29, 2010, 09:01:25 PM Code: L 06/29/2010 - 20:55:14: [SM] Unable to load plugin "war3source/War3Source_SuccubusHunter.smx": Native "War3_SetMaxSpeed" was not found Whats wrong ? Version War3Source 1.1.1 radically changed how speeed, gravity and visibility are set, which broke this race Title: Re: Succubus Hunter Post by: kore on June 30, 2010, 05:38:38 AM Not work at new SM 1.3.3 and new CSS OB engine.
Using Linux Debian. Title: Re: Succubus Hunter Post by: Ownz on June 30, 2010, 08:04:28 AM author is no longer active, how many people are using this race?
Title: Re: Succubus Hunter Post by: James on July 01, 2010, 12:22:55 AM L 06/30/2010 - 21:57:47: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error
L 06/30/2010 - 21:57:47: [SM] Invalid timer handle 49350436 (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 21:57:47: [SM] Unable to call function "FinishTrans" due to above error(s). L 06/30/2010 - 21:58:51: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error L 06/30/2010 - 21:58:51: [SM] Invalid timer handle 4d1903f6 (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 21:58:51: [SM] Unable to call function "FinishTrans" due to above error(s). L 06/30/2010 - 21:59:44: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error L 06/30/2010 - 21:59:44: [SM] Invalid timer handle 4f70044a (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 21:59:44: [SM] Unable to call function "FinishTrans" due to above error(s). L 06/30/2010 - 22:01:07: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error L 06/30/2010 - 22:01:07: [SM] Invalid timer handle 529504c2 (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 22:01:07: [SM] Unable to call function "FinishTrans" due to above error(s). L 06/30/2010 - 22:02:52: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error L 06/30/2010 - 22:02:52: [SM] Invalid timer handle 56ff04dc (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 22:02:52: [SM] Unable to call function "FinishTrans" due to above error(s). L 06/30/2010 - 22:04:55: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error L 06/30/2010 - 22:04:55: [SM] Invalid timer handle 5d0e0434 (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 22:04:55: [SM] Unable to call function "FinishTrans" due to above error(s). L 06/30/2010 - 22:05:37: [SM] Plugin "War3Source_SuccubusHunter.smx" encountered error 23: Native detected error L 06/30/2010 - 22:05:37: [SM] Invalid timer handle 5e8b0391 (error 3) during timer end, displayed function is timer callback, not the stack trace L 06/30/2010 - 22:05:37: [SM] Unable to call function "FinishTrans" due to above error(s). Title: Re: Succubus Hunter Post by: [Oddity]TeacherCreature on July 05, 2010, 12:07:24 PM Ok with the new releases this race does not compile
there are two commands/functions missing War3_setmaxspeed and War3_mingravity unrecognized not sure if they need to be called first or if they have been changed.. It kind of looked like you used something called War3_Setbuff I think but I dont know the syntax and I was alzy to look in case it was wrong Can u tell me how to call those or give me new command with syntax and I will go fix it so you dont have to worry about it (i like working on races) Title: Re: Succubus Hunter Post by: [Oddity]TeacherCreature on July 05, 2010, 12:50:34 PM Ok found in Natives thanks Stinky!
This Succubus should work testing it all now: Title: Re: Succubus Hunter Post by: Naris on July 06, 2010, 11:47:27 AM I have merged my adaptations for TF2 along with several fixes to the Succubus Hunter Race (including updating to the latest War3Source API).
Among the changes I have made are: -Changed to respect immunity -Gives credits instead of money for mods other than cstrike -Checks for headshots when handling player_death instead of player_hurt (that doesn't have that flag) -Added "skulls" chat command to display number of skulls you have. -Fixed OnClientDisconnect() / skulls carrying over to the next client -Capped the amount of XP gained when a Succubus Hunter spawns with Totem Incantation to no more than that gained by a kill. -Adapted Assault Tackle and other things for TF2 as well as CStrike -Always give skulls when a Succubus Hunter kills with Head Hunter and/or Daemonic Knife Title: Re: Succubus Hunter Post by: Naris on July 10, 2010, 11:14:52 AM I have updated the succubus Hunter race to use the new War3Source 1.1.2 API to create the race.
Title: Re: Succubus Hunter Post by: Ownz on July 10, 2010, 05:30:14 PM Code: public Action:FinishTrans(Handle:timer,any:userid) { new client=GetClientOfUserId(userid); if (client>0) { m_IsTransformed[client]=false; War3_SetBuff(client,fMaxSpeed,raceID,1.0); War3_SetBuff(client,fLowGravitySkill,raceID,1.0); PrintToChat(client,"\x04[Daemonic Transformation] \x01You transformed back to normal again."); } } TO PASS THE CLIENT Code: public Action:FinishTrans(Handle:timer,any:client) BUFF needs to be removed whether client is valid or not, otherwise the next client gets free speed boost etc{ m_IsTransformed[client]=false; War3_SetBuff(client,fMaxSpeed,raceID,1.0); War3_SetBuff(client,fLowGravitySkill,raceID,1.0); if(War3_ValidPlayer(client)){ PrintToChat(client,"\x04[Daemonic Transformation] \x01You transformed back to normal again."); } } } you need to pass the client directly instead of userid, if client disconnects player is useless and we don't know what "client" is anymore and buffs wont be canceled Code: CreateTimer(10.0,FinishTrans,client); we only need to check for valid client when printing the message Title: Re: Succubus Hunter Post by: Ownz on July 10, 2010, 05:59:21 PM succubs doesnt always jump in the direction you are aiming, it looks like it uses a different mechanism. it should jump in the direction the player is aiming
the TF_ beam follow should be lower because the beam blocks the player's view screen due to lag from the server, we need to make it somehow lower skill descriptions need to be a bit more detailed and its jump further not higher Title: Re: Succubus Hunter Post by: Ownz on July 13, 2010, 08:35:42 AM whos officially working on this race cuz this race has alot of bugs
Title: Re: Succubus Hunter Post by: iceman on July 13, 2010, 05:04:33 PM I,m running the one naris posted,Is that the one u tried? Speed carries over to the other races among other things.
Title: Re: Succubus Hunter Post by: Ownz on July 13, 2010, 05:36:27 PM Naris version, yea the ultimate doesn't cancel
Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 06:29:18 PM Naris version, yea the ultimate doesn't cancel I didn't alter the ultimate from the original code other that to update it to the new API. I'll look into that. Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 06:36:09 PM Code: public Action:FinishTrans(Handle:timer,any:userid) { new client=GetClientOfUserId(userid); if (client>0) { m_IsTransformed[client]=false; War3_SetBuff(client,fMaxSpeed,raceID,1.0); War3_SetBuff(client,fLowGravitySkill,raceID,1.0); PrintToChat(client,"\x04[Daemonic Transformation] \x01You transformed back to normal again."); } } TO PASS THE CLIENT Code: public Action:FinishTrans(Handle:timer,any:client) BUFF needs to be removed whether client is valid or not, otherwise the next client gets free speed boost etc{ m_IsTransformed[client]=false; War3_SetBuff(client,fMaxSpeed,raceID,1.0); War3_SetBuff(client,fLowGravitySkill,raceID,1.0); if(War3_ValidPlayer(client)){ PrintToChat(client,"\x04[Daemonic Transformation] \x01You transformed back to normal again."); } } } you need to pass the client directly instead of userid, if client disconnects player is useless and we don't know what "client" is anymore and buffs wont be canceled Code: CreateTimer(10.0,FinishTrans,client); we only need to check for valid client when printing the message Chinging the client instead of the userid is a really bad solution to the issue of "buffs" not getting reset. The next client will still get a free speed boost, etc until the timer goes off. A much better solution is to use the userid in the timer and to reset the "buffs" and anything else OnPlayerDisconnect() (and death). Title: Re: Succubus Hunter Post by: Ownz on July 13, 2010, 06:39:48 PM 1 you can pass the client
2 you can cancel buff on death and disconnect which one is easier? the next client wont connect in 10 seconds....even if it does the timer kills the buff -----also long jump doesnt always jump where you aim Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 06:40:56 PM succubs doesnt always jump in the direction you are aiming, it looks like it uses a different mechanism. it should jump in the direction the player is aiming the TF_ beam follow should be lower because the beam blocks the player's view screen due to lag from the server, we need to make it somehow lower skill descriptions need to be a bit more detailed and its jump further not higher Is that in cstrike of TF2? I added the TF2 code, I left the cstrike code alone since I have no way of testing it... Title: Re: Succubus Hunter Post by: Ownz on July 13, 2010, 06:47:32 PM doesnt always jump in the aimed direction in tf2, idk about css
code is quite bloated and contains sourcecraft sections. if there are enough requests i can write this race from scratch Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 06:49:50 PM 1 you can pass the client 2 you can cancel buff on death and disconnect which one is easier? the next client wont connect in 10 seconds....even if it does the timer kills the buff -----also long jump doesnt always jump where you aim Your suggestion is just really sloppy, lazy code and is a really, really bad solution. It is not difficult at all to write proper code to handle things properly. I would never, ever allow such sloppy coding into production where I work. Title: Re: Succubus Hunter Post by: Ownz on July 13, 2010, 06:51:54 PM the simpler it is, the less chance it will error and easier to debug.
for example, many races only deal with resetting things at spawn and timers, or by GetGameTime(), for that reason i decided not to implement round start event as races shouldn't deal with such an event and use spawn - OnWar3EventSpawn instead Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 07:01:46 PM doesnt always jump in the aimed direction in tf2, idk about css It jumps in the direction you are traveling, not the direction you are aiming. That is what the original implementation from the original author does. That is not a bug. Title: Re: Succubus Hunter Post by: Ownz on July 13, 2010, 07:02:40 PM is that what BaseVelocity is? thats cool
Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 07:38:39 PM I have always used m_vecVelocity[0], which is the entities velocity vector, as you would set in the last parameter of TeleportEntity().
m_vecBaseVelocity must be pretty much the same thing. Title: Re: Succubus Hunter Post by: Naris on July 13, 2010, 07:53:19 PM Here is a new version of Succubus Hunter that should fix the ultimate attributes persisting after death and/or changing races.
Title: Re: Succubus Hunter Post by: [Oddity]TeacherCreature on July 24, 2010, 10:50:34 AM This race has some bugs could someone fix it. Perhaps Ownz you would look at it ?
It doesnt save skulls they reset t 0 every time the player dies also I think ultimate can be pressed during death I dont know it has errors and it is a great race if it can be fixed please. Title: Re: Succubus Hunter Post by: Ownz on July 24, 2010, 02:39:19 PM heres my edited version
Title: Re: Succubus Hunter Post by: Ownz on July 24, 2010, 05:02:04 PM moar
posibly unbalanced against default races Title: Re: [old topic] Succubus Hunter Post by: Ownz on July 31, 2010, 09:12:25 AM create new topic
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