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Author Topic: New wards at Shadow Hunter  (Read 902 times)
Shark_267
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« on: October 27, 2010, 12:15:32 AM »

I suggest to change effect of wards at Shadow Hunter on more interesting.

Code:
public OnMapStart()
{
BeamSprite=PrecacheModel("materials/sprites/lgtning.vmt");
HaloSprite=PrecacheModel("effects/tp_eyefx/tpeye3.vmt");
//HaloSprite=PrecacheModel("materials/sprites/halo01.vmt");
Laser=PrecacheModel("materials/sprites/laserbeam.vmt");
GlowSprite=PrecacheModel("materials/sprites/greenglow1.vmt");
PrecacheModel("models/player/slow/aliendrone_v3/slow_alien.mdl", true);


War3_PrecacheSound(ultimateSound);
War3_PrecacheSound(wardDamageSound);
}
...
...
...
public WardEffectAndDamage(owner,wardindex)
{
new ownerteam=GetClientTeam(owner);
new beamcolor[]={0,0,200,255};
if(ownerteam==2)
{ //TERRORISTS/RED in TF?
beamcolor[0]=255;
beamcolor[1]=0;
beamcolor[2]=0;

beamcolor[3]=255; //red blocks more than blue, so less alpha
}


new Float:start_pos[3];
new Float:end_pos[3];
new Float:tempVec1[]={0.0,0.0,WARDBELOW};
new Float:tempVec2[]={0.0,0.0,WARDABOVE};
AddVectors(WardLocation[wardindex],tempVec1,start_pos);
AddVectors(WardLocation[wardindex],tempVec2,end_pos);
  TE_SetupBeamPoints(start_pos,end_pos,BeamSprite,HaloSprite,0,GetRandomInt(30,100),0.17,float(10),float(10),0,0.0,beamcolor,10);
TE_SendToAll();
TE_SetupBeamRingPoint(start_pos, 10.0, float(WARDRADIUS), BeamSprite,HaloSprite, 0, 15, 1.0, 15.0, 0.0, beamcolor, 10, 0);
TE_SendToAll();
TE_SetupGlowSprite(end_pos, GlowSprite, 1.0, 1.0, 50);
TE_SendToAll();

new Float:BeamXY[3];
for(new x=0;x<3;x++) BeamXY[x]=start_pos[x]; //only compare xy
new Float:BeamZ= BeamXY[2];
BeamXY[2]=0.0;


new Float:VictimPos[3];
new Float:tempZ;
for(new i=1;i<=MaxClients;i++)
{
if(ValidPlayer(i,true)&& GetClientTeam(i)!=ownerteam )
{
GetClientAbsOrigin(i,VictimPos);
tempZ=VictimPos[2];
VictimPos[2]=0.0; //no Z
     
if(GetVectorDistance(BeamXY,VictimPos) < WARDRADIUS) ////ward RADIUS
{
// now compare z
if(tempZ>BeamZ+WARDBELOW && tempZ < BeamZ+WARDABOVE)
{
if(W3HasImmunity(i,Immunity_Skills))
{
W3MsgSkillBlocked(i,_,"Wards");
}
else
{
//Boom!
new DamageScreen[4];
DamageScreen[0]=beamcolor[0];
DamageScreen[1]=beamcolor[1];
DamageScreen[2]=beamcolor[2];
DamageScreen[3]=50; //alpha
W3FlashScreen(i,DamageScreen);
if(War3_DealDamage(i,WARDDAMAGE,owner,DMG_ENERGYBEAM,"wards",_,W3DMGTYPE_MAGIC))
{
if(LastThunderClap[i]<GetGameTime()-2){
EmitSoundToAll(wardDamageSound,i,SNDCHAN_WEAPON);
LastThunderClap[i]=GetGameTime();
}
}
}
}
}
}
}
}
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Ownz
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« Reply #1 on: October 27, 2010, 08:41:45 AM »

will this work in tf2?
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DarkEnergy
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« Reply #2 on: October 27, 2010, 09:57:46 AM »

I already did it in CS if you would like to look Ownz
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Schmarotzer
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« Reply #3 on: October 27, 2010, 10:57:55 AM »

it's only one sphere and nothing more? how can make wards like in wcs?
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Shark_267
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« Reply #4 on: October 27, 2010, 02:01:44 PM »

will this work in tf2?
I don't know. At me isn't present TF2.
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Shark_267
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« Reply #5 on: October 27, 2010, 02:05:04 PM »

it's only one sphere and nothing more? how can make wards like in wcs?

It not only sphere. Circles move from the center to edge. It is possible to add effect of a lightning.
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[Oddity]TeacherCreature
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« Reply #6 on: October 27, 2010, 09:02:28 PM »

here try this shadow hunter ward out see if you like these

« Last Edit: November 03, 2010, 07:53:17 PM by [Oddity]TeacherCreature » Logged

Glider⠠⠵
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« Reply #7 on: November 01, 2010, 02:53:25 PM »

I tried it out. Here are some things I noticed:

  • Wards disappear after some time
  • If casted in midair, the ward will be in midair and look super retarded
  • When switching class/race the wards don't disappear
  • After switching around a bit the race fucks out, throws errors in the log and lets me create infinite effects
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[Oddity]TeacherCreature
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« Reply #8 on: November 03, 2010, 07:52:56 PM »

I was only sharing the effect you would have to adapt it into your shadow hunter.

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Naris
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« Reply #9 on: November 06, 2010, 11:26:26 AM »

will this work in tf2?

The tempents used will work in TF2 since all tempents available in CSS, except for CTEPlantBomb and CTERadioIcon, are also present in TF2.
Especially since they are from HL2.
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