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Revan
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« on: July 18, 2011, 04:49:35 AM » |
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Tremble Dark Swarm Summons a massive swarm of bugs to act as his personal shield, deflecting ranged attackers and suffocating nearby enemies. Terrorform / Terrorport (Doubleskill)  Terrorform : Builds up a Terror Mound, granting invisibility, movement speed, and health regeneration. Terrorport : Grants the Ability to teleport between each Terror Mound Impalers Passively adds damage to your attacks and slows the target enemy. Hive Mind Permanently summon Shudder to aid you in battle. ImpalersDark SwarmHive Mindhttp://www.youtube.com/watch?v=smkg6NHMM3Qcvars: war3_tremble_ultimate_cooldown - Cooldown time for hive mind(on spawn/death) = 20 war3_tremble_ability_cooldown - Cooldown time for tremble's ability's(on spawn) = 10 war3_tremble_ability_radius - Radius for tremble's ability = 200.0 war3_tremble_impaler_chance - Chance of tremble's Implaler skill (0.00 - 1.00) = 0.38 war3_tremble_ultimate_force - Push Force of Shudders attack war3_tremble_ultimate_reuse - Should the Player be able to reuse the ultimate if shudder dies? war3_tremble_ultimate_zaxis - Should shudder able to move down?(recommend,but it probably can cause some movement issues) [new in 1.1]changes: 1.0 - initial release to public 1.1 - some code fixes/improvements, shudders movement got improved too + new cvar
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« Last Edit: November 15, 2011, 12:10:11 PM by Revan »
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qwerty
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« Reply #1 on: July 18, 2011, 05:52:30 AM » |
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so many hon and dota peoples...where is the lol love?
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Glider⠠⠵
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« Reply #2 on: July 18, 2011, 07:39:37 AM » |
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Another race where Revan shows that you can use the ugly tempent stocks to create something good looking  Also could you maybe make a short video of the npc in action? I looked through the code and it seemed really cool, but I can't imagine how fluent it looks ingame 
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« Last Edit: July 18, 2011, 07:41:50 AM by Glider »
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Revan
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« Reply #3 on: July 18, 2011, 07:52:41 AM » |
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Yes sure i'll make a video  EDIT: Here's the video - yes sorry about the missing sound and the laggs  Even with no laggs the 'npc' isn't such fluent, but i hate this teammate ressurection stuff xD and this is something new (video in first post)
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« Last Edit: July 18, 2011, 09:03:04 AM by Revan »
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Smilax
Newbie

Posts: 34
I make things for tf2.
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« Reply #4 on: July 18, 2011, 08:58:03 AM » |
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All I have to say is that this is quite a cool race. Love all the effects and the npc thing is super badass.
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Ownz
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« Reply #5 on: July 18, 2011, 09:13:46 AM » |
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does npc take a player slot>? im assuming this dont work well on tf2 (yet)
*cough* real men play HON *cough*, got hon account?
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« Last Edit: July 18, 2011, 09:21:24 AM by Ownz »
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 DarkEnergy
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Ownz
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« Reply #6 on: July 18, 2011, 09:34:06 AM » |
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USE public OnW3TakeDmgBulletPre( victim, attacker, Float:damage ) { because you set damage mod percent
bubble effects go thru walls?
how does NPC AI work?
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« Last Edit: July 18, 2011, 09:39:38 AM by Ownz »
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 DarkEnergy
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Revan
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« Reply #7 on: July 18, 2011, 10:04:16 AM » |
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NPC is just a prop_physics entity so it should not take a player slot and sorry I didn't play HoN xD i just like this 'race'^^ ... but i also don't play LoL :p and yes, bubble effects go thru walls .. I don't know i could change the materials dmg mod percent fixed, it was from w3s - thx  the video shows some ingame 'npc' stuff
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« Last Edit: July 18, 2011, 10:09:21 AM by Revan »
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qwerty
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« Reply #8 on: July 18, 2011, 11:24:12 AM » |
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*cough* real men play HON *cough*, got hon account?
hell no. hon bores the shit out of me. i play lol
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Glider⠠⠵
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« Reply #9 on: July 18, 2011, 10:06:47 PM » |
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thx for the video, looked pretty much how I expected  . Thanks for sharing, this is some great material on how to animate a prop 
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Ownz
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« Reply #10 on: July 18, 2011, 10:07:29 PM » |
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iceman somehow ran it on tf2
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 DarkEnergy
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Glider⠠⠵
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« Reply #11 on: July 18, 2011, 10:25:03 PM » |
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Don't quote me on it: But I think that model is source sdk base stuff and available in all OB games.
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Revan
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« Reply #12 on: July 19, 2011, 03:42:17 AM » |
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Yes, i found the antlion_guard.mdl in the source models gcf 
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[Oddity]TeacherCreature
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« Reply #13 on: July 19, 2011, 06:35:04 AM » |
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Tremb is a melee race and looks like antlionguard u mgiht want to give tremble that model and use normal antlion for your shudder
just my 2 cents
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Revan
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« Reply #14 on: July 19, 2011, 08:00:19 AM » |
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Hm, then animation errors would occur, cause the missing sequences and if you use your ultimate the 'small' antlion would have much hp for his size that were realy weird i think :/ also a other model means a other hitbox, and the antlion guard isn't that small
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« Last Edit: July 19, 2011, 08:26:36 AM by Revan »
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[Oddity]TeacherCreature
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« Reply #15 on: July 21, 2011, 07:11:27 AM » |
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Animation errors do not occur, but u are right about hitpoints and hitboxes, i think it is worth it though tremble is a giant monster and shudder is his baby pet lol
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Wangwang
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« Reply #16 on: August 08, 2011, 10:20:18 PM » |
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Worth noting, that with the latest version of war3source, error logs were getting spat out all over the place because of the following code: public OnW3TakeDmgBulletPre( victim, attacker, Float:damage ) { if( IS_PLAYER( victim ) && IS_PLAYER( attacker ) && victim > 0 && attacker > 0 && attacker != victim ) { if( GetClientTeam( victim ) != GetClientTeam( attacker )) { new race_victim = War3_GetRace( victim ); new skill = War3_GetSkillLevel( victim, thisRaceID, SKILL_1 ); if( race_victim == thisRaceID && skill > 0 && !Hexed( victim, false ) ) { new Float:percent = SwarmChance[skill]; if( GetRandomFloat( 0.0, 1.0 ) <= percent && !bSwarmed[victim]) { War3_DamageModPercent(SwarmPercent[skill]); bSwarmEffect[victim]=true; bSwarmed[victim]=true; PrintHintText(victim,"Dark Swarm summoned for %f seconds",DARKSWARMDUR); CreateTimer(SWARMLOOP, Timer_LoopSwarm, victim); CreateTimer(DARKSWARMDUR, Timer_DeCastSwarm, victim); } } new race_attacker = War3_GetRace( attacker ); new skill2 = War3_GetSkillLevel( attacker, thisRaceID, SKILL_3 ); if( race_attacker == thisRaceID && skill2 > 0 && !Hexed( attacker, false ) ) { if( !bImpaled[victim] && !W3HasImmunity(victim,Immunity_Skills) ) { new Float:percent = GetConVarFloat(ImpalerChanceCvar); if( GetRandomFloat( 0.0, 1.0 ) <= percent) { W3FlashScreen( victim, {128,60,128,120}, 0.6, 0.1); W3SetPlayerColor( victim, thisRaceID, 128, 60, 128, _, GLOW_DEFAULT); War3_SetBuff( victim, fAttackSpeed, thisRaceID, ImpAtkSlow[skill2] ); War3_SetBuff( victim, fSlow, thisRaceID, ImpAgiSlow[skill2] ); War3_DealDamage( victim, ImpDamage[skill2], attacker, DMG_BULLET, "impalers"); new String:namebuffer[64]; GetClientName(victim,namebuffer,sizeof(namebuffer)); PrintCenterText(attacker,"Impaled %s!",namebuffer); GetClientName(attacker,namebuffer,sizeof(namebuffer)); PrintCenterText(victim,"Got Impaled by %s!!",namebuffer); CreateTimer(ImpTime[skill2], Timer_DeCastImpale, victim); ImpalerFX(attacker,victim); } } } } } } You have DamageModPercent and War3_DealDamage both inside OnW3TakeDmgBulletPre(), which was apparently making the server crash from time to time. I've edited it slightly as a temp fix (which seems to be working fine) but figured I'd let you know :3 EDIT: Also forgot to mention, that on the latest version we had Shudder flying through the air (and eventually getting stuck in a tree. While it was hilarious to watch (and I wouldn't have a clue how to fix it), would you have any idea how to fix that? XD I can provide screenshots if necessary. Loving the race btw <3
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« Last Edit: August 08, 2011, 10:22:12 PM by Wangwang »
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[Oddity]TeacherCreature
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« Reply #17 on: August 09, 2011, 08:10:28 AM » |
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yea i changed teh event from pre to regular dmg and solved this same thing as well as remove the z coordinate of the push vector or the [2] (last number in array) this will keep the beast on the same plane as when it was created
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Revan
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« Reply #18 on: August 25, 2011, 10:31:09 AM » |
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Finaly updated tremble (v1.1 - check first post) hope it fixes the most of the bugs, the movement system isn't perfect at all but it is now a little bit better 
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« Last Edit: August 27, 2011, 08:19:16 AM by Revan »
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iceman
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« Reply #19 on: October 27, 2011, 12:53:31 PM » |
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Finaly updated tremble (v1.1 - check first post) hope it fixes the most of the bugs, the movement system isn't perfect at all but it is now a little bit better  What version of war3 should i compile with? Getting these errors on 2.2 and 2.3 versions. //SourceMod Batch Compiler // by the SourceMod Dev Team
//// War3Source_Tremble.sp // C:\Users\Admin\Documents\war3source-war3source.r530\war3source.r530\War3Sourc e_Tremble.sp(101) : error 092: number of arguments does not match definition // C:\Users\Admin\Documents\war3source-war3source.r530\war3source.r530\War3Sourc e_Tremble.sp(104) : error 092: number of arguments does not match definition // C:\Users\Admin\Documents\war3source-war3source.r530\war3source.r530\War3Sourc e_Tremble.sp(114) : error 092: number of arguments does not match definition // C:\Users\Admin\Documents\war3source-war3source.r530\war3source.r530\War3Sourc e_Tremble.sp(115) : error 092: number of arguments does not match definition // // 4 Errors. // // Compilation Time: 0.92 sec // ----------------------------------------
Press enter to exit ...
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Ownz
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« Reply #20 on: October 27, 2011, 12:57:50 PM » |
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why is revan still on an old version. come to 2.3 W3SkillCooldownOnSpawn( thisRaceID, SKILL_2, GetConVarFloat(abiCooldownCvar), _, "Terrorform / Terrorport");
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« Last Edit: October 27, 2011, 01:00:16 PM by Ownz »
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 DarkEnergy
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Vulpone
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« Reply #21 on: October 27, 2011, 02:10:12 PM » |
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why is revan still on an old version. come to 2.3 W3SkillCooldownOnSpawn( thisRaceID, SKILL_2, GetConVarFloat(abiCooldownCvar), _, "Terrorform / Terrorport");
Remember when Revan released/updated the race. I know for a fact that all of his races are compatible with the most reliable version. : o) I still don't see why this does not get packaged and certain other stuff does. Not naming names, but this is - as far as I know - the first race that ACTUALLY spawns a working NPC, that does stuff.
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« Last Edit: October 27, 2011, 02:11:48 PM by Vulpone »
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Sapere aude!
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Ownz
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« Reply #22 on: October 27, 2011, 06:37:02 PM » |
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i can't compile it either, for i have tried it right now, and the fact i know what interface changed
i havent seen it myself, maybe if iceman puts it on his server and it works, ]
fixed compile errors below
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« Last Edit: October 27, 2011, 06:49:15 PM by Ownz »
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 DarkEnergy
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Revan
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« Reply #23 on: October 28, 2011, 01:57:47 AM » |
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thanks! I dunno why this was using a old iface version(tremble is running on our 1.2.2.9 w3s server oO)
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Arturius
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« Reply #24 on: November 15, 2011, 10:56:08 AM » |
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Error in server console: L 11/15/2011 - 18:20:06: [SM] Native "TE_WriteVector" reported: Temp entity property "m_vec" not found L 11/15/2011 - 18:20:06: [SM] Displaying call stack trace for plugin "war3source\compiled\War3Source_Tremble.smx": L 11/15/2011 - 18:20:06: [SM] [0] Line 472, War3Source_Tremble.sp::TE_SetupDynamicLight() L 11/15/2011 - 18:20:06: [SM] [1] Line 412, War3Source_Tremble.sp::MountAoE() L 11/15/2011 - 18:20:06: [SM] [2] Line 373, War3Source_Tremble.sp::CalcTremble()
How to fix that?
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