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War3Source Races => [Oddity]TeacherCreature's work => Topic started by: [Oddity]TeacherCreature on August 03, 2010, 09:45:48 AM



Title: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on August 03, 2010, 09:45:48 AM
Headcrab
(http://images2.wikia.nocookie.net/__cb20091109101706/half-life/en/images/thumb/3/35/Headcrab_model.jpg/414px-Headcrab_model.jpg)
Headcrabs are fairly small creatures, about two feet long from front leg to back and a foot wide. They have round, smooth, flesh-colored bodies and four legs, two long clawed ones on the front and two thick, stubby ones in the back. Despite their small size, the headcrab's back legs can support its entire body, allow it to "tip-toe" across the ground and leap several feet into the air at its prey. Four "mouthparts" can be seen on their front that end in sharp fangs, possibly used to either hang onto a host and/or inject them with a sedative or some other chemical used in the zombification process. Under the body is a round, lipless mouth containing a sharp "beak" used to burrow through the host's skull.

SKILLS:
Power Legs-Long jump
Four Legs-Low gravity
Fangs-Poison damage over time
Latch on-Latch on to your killer and respawn when he dies

Please PM if you would like to receive this race.


Title: Re: [Whacky, Knife, Finished] HeadCrab
Post by: James on August 05, 2010, 12:26:29 AM
For some reason when I'm using this plugin it sets all players gravity once they have the skill "four legs"
I know it's this one too because when I disable it the gravity is fine


Title: Re: [Whacky, Knife, Finished] HeadCrab
Post by: gghh3322 on August 23, 2010, 02:37:32 AM
When Choose RifleMan after choose HeadCrab  
He has a Gun!!
So, I made allweapon's damage 0. except Knife... ;D
than Here is source
I don't know some bug this source...

Sorry for bad English, I'm Korean

P.S I Find a error Sorry for my mistake T_T :'(
PP.S I fix it... test on my server 5hours. not error
Code:
public OnW3TakeDmgAll(victim,attacker,Float:damage)
{
new String:weapon[128];//weapon Char Array
if(ValidPlayer(attacker,true)&&ValidPlayer(victim,true)&&GetClientTeam(victim)!=GetClientTeam(attacker))
{
//ATTACKER IS headcrab
if(War3_GetRace(attacker)==thisRaceID)
{
GetClientWeapon(attacker, weapon, 128);// Get client Weapon(Knife)
if(StrEqual(weapon,"weapon_knife"))
{
//fangs poison
new Float:chance_mod=War3_ChanceModifier(attacker,inflictor,damagetype);
/// CHANCE MOD BY VICTIM
new skill_level = War3_GetSkillLevel(attacker,thisRaceID,SKILL_FANGS);
if(skill_level>0 && FangsRemaining[victim]==0 && GetRandomFloat(0.0,1.0)<=chance_mod*FangsChanceArr[skill_level])
{
if(War3_GetImmunity(victim,Immunity_Skills))
{
PrintHintText(victim,"Immunity to Fangs");
PrintHintText(attacker,"Fangs Immunity");
}
else
{
PrintHintText(victim,"You got bitten by enemy with Fangs");
PrintHintText(attacker,"You bit your enemy with Fangs");
BeingFangedBy[victim]=attacker;
FangsRemaining[victim]=FangsTimes[skill_level];
War3_DealDamage(victim,FangsInitialDamage,attacker,DMG_BULLET,"fangs");
War3_FlashScreen(victim,RGBA_COLOR_RED);
EmitSoundToAll(Fangsstr,attacker);
EmitSoundToAll(Fangsstr,victim);
CreateTimer(1.0,FangsLoop,victim);
}
}
}
else
{
War3_DamageModPercent(0.0);
}
}
}
}


Title: Re: [Whacky, Knife, Finished] HeadCrab
Post by: Ownz on August 23, 2010, 10:57:50 AM
we fixed weapon restrictions in our subsequent releases


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Invalid on October 19, 2010, 11:09:33 AM
Latching is broken.  Not that it doesn't work, it's just super overpowered. I had to remove this race from the server specifically because of that ability. It's stupid how you can kill the damn headcrab, but then he just kills you back without any way to prevent it (short of buying a necklace of immunity). What are you supposed to do? Not kill him? And it persists after the round ends, too.

It may seem like 20% chance isn't a whole lot, but it feels like it happens every damn time I kill a headcrab. If you made the latch duration something finite then maybe this would be more fair.


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on October 20, 2010, 10:00:32 AM
You are more than welcome to use this race as provided or alter it or not use it!

I think 20% works perfect, ring of regen can help slow the latch until death as necklace can stop it al together.

I run this race on my very busy server and it is not even close to op on my server, so balance it some your self which is why I proved teh SP file make it 5 % if you want or make it less dmg ing or give it a dif skill like extra dmg up to u


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Invalid on October 20, 2010, 06:28:36 PM
Still, the persistence of it even after round end is probably unintentional.


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on October 21, 2010, 07:05:14 AM
Mine does not persist after the round ends

Just put a RoundStart hooked event and set teh poisoned variable to 0


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Shark_267 on October 22, 2010, 01:50:54 AM
The bug was found out. When I have received a poisoning from SKILL_FANGS in this round and the round has ended. In the following round SKILL_FANGS continues to work, while I won't die. :o


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on October 22, 2010, 08:52:23 AM
I just explained the simple way to solve this and  you ignored me and just reexplained the problem. lol

You need to put in SDK HOOK ROUND START

and at round start set bool for fang or latch to false for all players

Then problem fixed

I did it on my headcrab but i didnt post because my head crab changes the model of players being latched on so that have a model with a bloody headcrab latchedo ntheir head...

I can remove the model and post it again if you cant figure out how to fix but if u follow my insteructions about round start it will fix it perfectly


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Ownz on October 22, 2010, 08:58:11 AM
u should update ur original post for the latest up to date .sp with models removed if needed


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Shark_267 on October 23, 2010, 05:52:20 PM
I just explained the simple way to solve this and  you ignored me and just reexplained the problem. lol

You need to put in SDK HOOK ROUND START

and at round start set bool for fang or latch to false for all players

Then problem fixed

I did it on my headcrab but i didnt post because my head crab changes the model of players being latched on so that have a model with a bloody headcrab latchedo ntheir head...

I can remove the model and post it again if you cant figure out how to fix but if u follow my insteructions about round start it will fix it perfectly
Thanks. I have rectified this error. Besides that it is necessary to write:
Code:
public OnWar3EventSpawn(client)
{
new race = War3_GetRace(client);
if (race == thisRaceID)
{ 
...
}
else
{
FangsRemaining[client];
}
}

Also it is necessary to clean a line: War3_DealDamage(victim,FangsInitialDamage,attacker,DMG_BULLET,"fangs");
Code:
public OnW3TakeDmgBullet(victim,attacker,Float:damage)
{
if(ValidPlayer(attacker,true)&&ValidPlayer(victim,true)&&GetClientTeam(victim)!=GetClientTeam(attacker))
{

//ATTACKER IS headcrab
if(War3_GetRace(attacker)==thisRaceID)
{
//fangs poison
new Float:chance_mod=W3ChanceModifier(attacker);
/// CHANCE MOD BY VICTIM
new skill_level = War3_GetSkillLevel(attacker,thisRaceID,SKILL_FANGS);
if(skill_level>0 && FangsRemaining[victim]==0 && GetRandomFloat(0.0,1.0)<=chance_mod*FangsChanceArr[skill_level]&&!Silenced(attacker))
{
if(W3HasImmunity(victim,Immunity_Skills))
{
PrintHintText(victim,"Immunity to Fangs");
PrintHintText(attacker,"Fangs Immunity");
}
else
{
PrintHintText(victim,"You got bitten by enemy with Fangs");
PrintHintText(attacker,"You bit your enemy with Fangs");
BeingFangedBy[victim]=attacker;
FangsRemaining[victim]=FangsTimes[skill_level];
War3_DealDamage(victim,FangsInitialDamage,attacker,DMG_BULLET,"fangs");
W3FlashScreen(victim,RGBA_COLOR_RED);

EmitSoundToAll(Fangsstr,attacker);
EmitSoundToAll(Fangsstr,victim);
CreateTimer(1.0,FangsLoop,victim);
}
}
}
}
}

After that all has earned!


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on October 24, 2010, 08:44:47 AM
clean a line ?
not sure what u mean


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Shark_267 on October 24, 2010, 02:22:55 PM
clean a line ?
not sure what u mean
I apologize for my English. I wanted to tell the following. It is necessary to remove from a code of function public OnW3TakeDmgBullet(victim,attacker,Float:damage) a line War3_DealDamage(victim,FangsInitialDamage,attacker,DMG_BULLET,"fangs");
Then all will work as should be.


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on October 24, 2010, 06:31:38 PM
Why does that need to be removed ?
I want it to do some initial dmg ?


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Shark_267 on October 25, 2010, 01:31:20 AM
Why does that need to be removed ?
I want it to do some initial dmg ?


Further in a code of this function the command of drawing of damages already is caused. CreateTimer (1.0, FangsLoop, victim);
Function War3_DealDamage (victim, FangsInitialDamage, attacker, DMG_BULLET, "fangs"); puts not stopping damages while the player won't die.


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on October 27, 2010, 09:59:48 AM
No you misunderstand

when first bit it does 20 dmg
then it continues to do 5 dmg every second

so it goes

20 , 5 , 5, 5, 5, 5, 5 etc

Anyway I updated teh original post and this is the one I use on my server and should work fine for you


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: Zydu on November 19, 2010, 06:05:48 AM
Is it possibe to make knife invisible for headcrab? Because it's levitating over the model.

Also 3rd person for headcrab would be nice.


Title: Re: [Approved, Whacky, Knife] HeadCrab
Post by: [Oddity]TeacherCreature on November 19, 2010, 08:58:16 AM
it is possioble with new command from 1.8
see change log