|
Title: [Race] Witch Doctor Post by: aLEX6Zik on December 30, 2010, 10:36:25 PM Skills:
-------------------------------------------------------------- Spell Points
Spell Power( +ability )
Flickering Cloak
Book of Spells( +ultimate )
-------------------------------------------------------------- When you connecting to server you have 1 spell point When you cast spell you lose one spell point You can remove you spell by pressing ( +ability1 ) -------------------------------------------------------------- Screenshots: .:True Sight Ward:. (http://s58.radikal.ru/i162/1012/c8/02607863fedct.jpg) (http://radikal.ru/F/s58.radikal.ru/i162/1012/c8/02607863fedc.jpg.html) .:Stasis Trap:. (http://s009.radikal.ru/i309/1012/0e/88615a786b43t.jpg) (http://radikal.ru/F/s009.radikal.ru/i309/1012/0e/88615a786b43.jpg.html) .:Damage Trap:. (http://s45.radikal.ru/i109/1012/7a/44c139f79054t.jpg) (http://radikal.ru/F/s45.radikal.ru/i109/1012/7a/44c139f79054.jpg.html) .:Healing Ward:. (http://s44.radikal.ru/i105/1012/e9/ea5a1d8a2c4at.jpg) (http://radikal.ru/F/s44.radikal.ru/i105/1012/e9/ea5a1d8a2c4a.jpg.html) Book of Spells (http://i038.radikal.ru/1012/dc/bd76b2460fee.jpg) (http://www.radikal.ru) Title: Re: [Race] Witch Doctor Post by: Ownz on December 30, 2010, 11:05:46 PM so ult gives u a menu to select a spell to cast?
"Ward of Revelation" would be a nice name why not just use simple radius check for reveal? and i think reveal area should be twice as large (60-120)? skill by default should have some radius, so 60 - default +15 each skill level why is it called witch doctor? it has no relation to the dota race Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on December 30, 2010, 11:28:49 PM why is it called witch doctor? it has no relation to the dota race Its not my idea :Dhttp://www.fpsbanana.com/scripts/5417 skill by default should have some radius, so Ready60 - default +15 each skill level Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on December 31, 2010, 07:13:08 AM When disconnecting while still having wards out following error is thrown:
L 12/31/2010 - 14:10:55: [SM] Native "AcceptEntityInput" reported: Entity 69 (69) is not a CBaseEntity L 12/31/2010 - 14:10:55: [SM] Displaying call stack trace for plugin "War3Source_CustomRace_Witch_Doctor.smx": The spell points skill does not use W3ChanceModifier. Therefor a pyro on TF2 who flames somebody will get ~10 spell points on the spot. Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on December 31, 2010, 07:47:21 AM It was written for CSS. I don't tested it in TF2
Title: Re: [Race] Witch Doctor Post by: Ownz on December 31, 2010, 08:10:54 AM it should work with tf2 with some different sprites?
Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on December 31, 2010, 08:24:14 AM In tf2 it will work 100%, but probably lost some graphical effects.
Title: Re: [Race] Witch Doctor Post by: [Oddity]TeacherCreature on December 31, 2010, 09:46:21 AM It is from Warcraft 3
http://classic.battle.net/war3/orc/units/witchdoctor.shtml I made the same race but a little different I allow all 3 spells at once but on cooldowns it is posted in my section btw I like your effects Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on December 31, 2010, 09:46:59 AM I also got the error above in CS:S.
Also you should really include W3ChanceModifier, just like it nerfs fast fire rates it also buffs slow fire rates. Tested some more and this race can be a real asshole race. Just plant the bomb, put 5 damage wards on it and fuck off. Also the effects are great :D Title: Re: [Race] Witch Doctor Post by: Ownz on December 31, 2010, 12:05:36 PM maybe its time for you to implement translations
Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on December 31, 2010, 12:24:11 PM How to use native Float:W3ChanceModifier(attacker); ?????
Title: Re: [Race] Witch Doctor Post by: Ownz on December 31, 2010, 12:55:47 PM like
it returns a float 1.0 or less, so just multiply it by your other "chance" like 0.35 Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on December 31, 2010, 01:03:19 PM Code: if( !Hexed( attacker, false ) && GetRandomFloat( 0.0, 1.0 ) <= GetSpellChance[skill_spell] * W3ChanceModifier( attacker ) ) ???Title: Re: [Race] Witch Doctor Post by: Ownz on December 31, 2010, 01:07:03 PM yes
i recommend !hexed .. && W3Chance(GetSpellChance[skill_spell]*W3ChanceModifier( attacker )) Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on December 31, 2010, 01:17:29 PM Ready
Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on December 31, 2010, 01:38:56 PM What exactly does Stasis Trap do?
Title: Re: [Race] Witch Doctor Post by: Ownz on December 31, 2010, 05:53:50 PM aoe slow
Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on January 07, 2011, 06:44:32 PM Love this race for it's overpowered wards. It became my new top played race... On CS:S I'll just put 5 wards on the bomb or near a hostage and tada~ instant win for Terrorists. Same for TF2 and putting 5 Wards on a control point.
For balance I'd suggest to make it so that wards can't be placed on top of each other. You should store each players wards positions in an array and disallow the player from putting wards to close to each other. As it is right now a single person can deny a position with 5 wards stacked on top of each other. Also I really hate the way the invisibility is done, simply because it doesn't work with anything else that messes with invisibility. For example there is no check for InvisibilityDeny to remove it etc. Having a unique effect is okay, but not if it doesn't play along with the rules set by the mod. Title: Re: [Race] Witch Doctor Post by: [Oddity]TeacherCreature on January 07, 2011, 09:09:19 PM Yea in CS any race with wards needs duration...
We altered the shadowhunter for this reason... IT way too easy to drop all your wards on a bomb or hosty and boom u atuo win Title: Re: [Race] Witch Doctor Post by: em-eukal on January 19, 2011, 06:41:45 PM It doesn't need a duration...
It should not be possible to plant a ward near bomb/hostages, like WC3FT does. Title: Re: [Race] Witch Doctor Post by: [Oddity]TeacherCreature on January 19, 2011, 08:18:54 PM It does need a duration because even fi u do prevent it
It is also very easy to lets say play a map like Italy and be a Terrorist and put one ward in the little window to the house nad one on each entrance and boom ur not ON the bomb or hosty but u have again prevented the game objectives from happening or on Office and 4 or 5 players grad shadow Hunter an cover the entrances with wards... The bottom line is a duration is a good idea!!! Title: Re: [Race] Witch Doctor Post by: qwerty on January 19, 2011, 08:29:15 PM yes, duration is needed. but it also seems to be something that would be a server-specific rule. if you don't want players doing that, add it to the server rules, and they'll learn after some temp bans go out
Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on January 20, 2011, 11:29:44 AM Server rules? HAHAHAHAHAHAHAHAHA! That's how SourceCraft does it. "You are not allowed to burrow near the point", "You are not allowed to stack the teams"... What it translates to is "Server mods that feel like doing it may do everything that offsets the teams" aswell as "If no mod is online, do whatever you want".
Why implement shitty rules you have to enforce yourself when you could simply CODE those rules to enforce them 100% of the time? What's the fucking problem with iterating over all entitys and comparing the positions to the player? As I posted before I would go beyond that, save the ward positions and disallow teammates from stacking damage/healing wards over each other. If I put 5 damage wards in one narrow corridor then that corridor is a death trap for any enemy. Title: Re: [Race] Witch Doctor Post by: qwerty on January 20, 2011, 03:42:50 PM Server rules? HAHAHAHAHAHAHAHAHA! That's how SourceCraft does it. "You are not allowed to burrow near the point", "You are not allowed to stack the teams"... What it translates to is "Server mods that feel like doing it may do everything that offsets the teams" aswell as "If no mod is online, do whatever you want". Why implement shitty rules you have to enforce yourself when you could simply CODE those rules to enforce them 100% of the time? What's the fucking problem with iterating over all entitys and comparing the positions to the player? As I posted before I would go beyond that, save the ward positions and disallow teammates from stacking damage/healing wards over each other. If I put 5 damage wards in one narrow corridor then that corridor is a death trap for any enemy. lol, only becomes a problem when you don't have a minimum of 2-3 admins on at all times. the server i'm on is very popular w/ the clan's admins. hell, the zm has fallen to shit because all the admins have gone over to the war3 server edit: we call it wcs 'cause that's what everyone was used to Title: Re: [Race] Witch Doctor Post by: zero on January 20, 2011, 09:33:13 PM Hey I am working on getting the zm back under control!
(I assume your referring to my servers, as I am sure I am the only one running this and a zm server and titles their server wcs instead of war3 lol) I think one big issue is that without any anti ward shop menu item or ability built into the mod as of present the wards really have no counter. Title: Re: [Race] Witch Doctor Post by: qwerty on January 21, 2011, 12:56:43 AM Hey I am working on getting the zm back under control! (I assume your referring to my servers, as I am sure I am the only one running this and a zm server and titles their server wcs instead of war3 lol) I think one big issue is that without any anti ward shop menu item or ability built into the mod as of present the wards really have no counter. damn! 'bout time, had to spell it out for you lols. suprisingly, not many people bought it back in the day. they' just wait for the wards to go away, or find the clear path and zm would be better if we could kick for stupidity Title: Re: [Race] Witch Doctor Post by: Scyther on January 22, 2011, 04:57:03 AM Can you code no wards on objectives?
Cause that was a very big server rule any anyone with a screenshot of someone doing it would = punishment.. so no one really did it on my server back then haha.. But being able to code it would obviously be better and easier :P is it possible? Title: Re: [Race] Witch Doctor Post by: aLEX6Zik on January 22, 2011, 06:09:51 AM On my server i have Immunity_Skills item......
Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on January 22, 2011, 07:13:10 AM Can you code no wards on objectives? Cause that was a very big server rule any anyone with a screenshot of someone doing it would = punishment.. so no one really did it on my server back then haha.. But being able to code it would obviously be better and easier :P is it possible? Of course it's possible. Before placing a ward just iterate over all objective entitys, get their position and compare them to the player. Title: Re: [Race] Witch Doctor Post by: zero on January 23, 2011, 03:12:35 AM Ah, now there is an interesting idea. Now we just need to figure a way to detect objective entities.
Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on January 23, 2011, 09:42:56 AM To find all hostages on the map:
Code: new ent = 0; new entitylist[1000]; new entitysfound = 0; while((ent = FindEntityByClassname(ent,"hostage_entity"))>0) { entitylist[entitysfound] = ent; entitysfound++; } Then just iterate over entitylist. For de_ maps you need to get the size of the func_bomb_target brush. I know there's a way, but I can't be arsed to look it up right now. Same stuff applies for TF2 and DOD:S of course. Title: Re: [Race] Witch Doctor Post by: nvn on January 31, 2011, 08:04:41 AM Will something like this work?
I found on sm forum plugin that allow players do do some actions only in spawn, so it checks is client in buyzone and i've replaced offsets to Bomboze : Code: new g_iBombZone = -1; g_iBombZone = FindSendPropOffs("CCSPlayer", "m_bInBombZone"); ===ActionPutWard== if (GetEntData(client, g_iBombZone, 1)==1){ PrintHintText(client,"You are in BombZone, Cant put it here"); return; } what do u think about it? ---- edited: It will not work. Title: Re: [Race] Witch Doctor Post by: Schmarotzer on January 31, 2011, 08:30:26 PM отлично... надо бы может проверку внедрить как стандарт.. )
fine Title: Re: [Race] Witch Doctor Post by: Glider⠠⠵ on February 15, 2011, 01:48:37 PM Rendermode does not go well with TF2
(http://img151.imageshack.us/img151/975/clipboard01pc.jpg) (http://img151.imageshack.us/i/clipboard01pc.jpg/) Title: Re: [Race] Witch Doctor Post by: Ownz on March 05, 2011, 01:46:51 PM wuts happening?
|