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War3Source Races => Races / Items - Submissions => Topic started by: Revan on July 18, 2011, 04:49:35 AM



Title: [Race] Tremble [HoN]
Post by: Revan on July 18, 2011, 04:49:35 AM
Tremble
(http://honwiki.net/w/images/e/ee/Tremblehero.gif)

Dark Swarm
(http://honwiki.net/w/images/thumb/2/28/Trembleskill1.gif/96px-Trembleskill1.gif)
Summons a massive swarm of bugs to act as his personal shield, deflecting ranged attackers and suffocating nearby enemies.

Terrorform / Terrorport (Doubleskill)
(http://honwiki.net/w/images/thumb/d/d9/Trembleskill2.gif/96px-Trembleskill2.gif)(http://honwiki.net/w/images/thumb/5/52/Trembleskill3.gif/96px-Trembleskill3.gif)
Terrorform : Builds up a Terror Mound, granting invisibility, movement speed, and health regeneration.
Terrorport : Grants the Ability to teleport between each Terror Mound

Impalers
(http://honwiki.net/w/images/thumb/a/a4/Trembleskill4.gif/96px-Trembleskill4.gif)
Passively adds damage to your attacks and slows the target enemy.

Hive Mind
(http://honwiki.net/w/images/thumb/b/b2/Trembleskill5.gif/96px-Trembleskill5.gif)
Permanently summon Shudder to aid you in battle.

Impalers (http://www.abload.de/img/cs_assault00127789.jpg)
Dark Swarm (http://www.abload.de/img/cs_assault0015q76v.jpg)
Hive Mind (http://www.abload.de/img/cs_assault0016l7gs.jpg)
http://www.youtube.com/watch?v=smkg6NHMM3Q (http://www.youtube.com/watch?v=smkg6NHMM3Q)

cvars:
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


Title: Re: [Race] Tremble [HoN]
Post by: qwerty on July 18, 2011, 05:52:30 AM
so many hon and dota peoples...where is the lol love?


Title: Re: [Race] Tremble [HoN]
Post by: Glider⠠⠵ on July 18, 2011, 07:39:37 AM
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 :P


Title: Re: [Race] Tremble [HoN]
Post by: Revan on July 18, 2011, 07:52:41 AM
Yes sure i'll make a video :D
EDIT: Here's the video - yes sorry about the missing sound and the laggs  :P
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)


Title: Re: [Race] Tremble [HoN]
Post by: Smilax on July 18, 2011, 08:58:03 AM
All I have to say is that this is quite a cool race. Love all the effects and the npc thing is super badass.


Title: Re: [Race] Tremble [HoN]
Post by: Ownz on July 18, 2011, 09:13:46 AM
does npc take a player slot>? im assuming this dont work well on tf2 (yet)

*cough* real men play HON *cough*, got hon account?


Title: Re: [Race] Tremble [HoN]
Post by: Ownz on July 18, 2011, 09:34:06 AM
USE
public OnW3TakeDmgBulletPre( victim, attacker, Float:damage )
{
because you set damage mod percent

bubble effects go thru walls?

how does NPC AI work?


Title: Re: [Race] Tremble [HoN]
Post by: Revan on July 18, 2011, 10:04:16 AM
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


Title: Re: [Race] Tremble [HoN]
Post by: qwerty on July 18, 2011, 11:24:12 AM
*cough* real men play HON *cough*, got hon account?

hell no.  hon bores the shit out of me.  i play lol


Title: Re: [Race] Tremble [HoN]
Post by: Glider⠠⠵ on July 18, 2011, 10:06:47 PM
thx for the video, looked pretty much how I expected :). Thanks for sharing, this is some great material on how to animate a prop :D


Title: Re: [Race] Tremble [HoN]
Post by: Ownz on July 18, 2011, 10:07:29 PM
iceman somehow ran it on tf2


Title: Re: [Race] Tremble [HoN]
Post by: Glider⠠⠵ on July 18, 2011, 10:25:03 PM
Don't quote me on it: But I think that model is source sdk base stuff and available in all OB games.


Title: Re: [Race] Tremble [HoN]
Post by: Revan on July 19, 2011, 03:42:17 AM
Yes, i found the antlion_guard.mdl in the source models gcf :)


Title: Re: [Race] Tremble [HoN]
Post by: [Oddity]TeacherCreature on July 19, 2011, 06:35:04 AM
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


Title: Re: [Race] Tremble [HoN]
Post by: Revan on July 19, 2011, 08:00:19 AM
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


Title: Re: [Race] Tremble [HoN]
Post by: [Oddity]TeacherCreature on July 21, 2011, 07:11:27 AM
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


Title: Re: [Race] Tremble [HoN]
Post by: Wangwang on August 08, 2011, 10:20:18 PM
Worth noting, that with the latest version of war3source, error logs were getting spat out all over the place because of the following code:

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


Title: Re: [Race] Tremble [HoN]
Post by: [Oddity]TeacherCreature on August 09, 2011, 08:10:28 AM
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


Title: Re: [Race] Tremble [HoN]
Post by: Revan on August 25, 2011, 10:31:09 AM
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  ;D


Title: Re: [Race] Tremble [HoN]
Post by: iceman on October 27, 2011, 12:53:31 PM
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  ;D


What version of war3 should i compile with? Getting these errors on 2.2 and 2.3 versions.

Code:
//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 ...





Title: Re: [Race] Tremble [HoN]
Post by: Ownz on October 27, 2011, 12:57:50 PM
why is revan still on an old version. come to 2.3
W3SkillCooldownOnSpawn( thisRaceID, SKILL_2, GetConVarFloat(abiCooldownCvar), _, "Terrorform / Terrorport");


Title: Re: [Race] Tremble [HoN]
Post by: Vulpone on October 27, 2011, 02:10:12 PM
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.


Title: Re: [Race] Tremble [HoN]
Post by: Ownz on October 27, 2011, 06:37:02 PM
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


Title: Re: [Race] Tremble [HoN]
Post by: Revan on October 28, 2011, 01:57:47 AM
thanks! I dunno why this was using a old iface version(tremble is running on our 1.2.2.9 w3s server oO)


Title: Re: [Race] Tremble [HoN]
Post by: Arturius on November 15, 2011, 10:56:08 AM
Error in server console:
Code:
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?


Title: Re: [Race] Tremble [HoN]
Post by: Revan on November 15, 2011, 11:36:25 AM
lol little typo.. fixed(check first post)


Title: Re: [Race] Tremble [HoN]
Post by: Arturius on November 15, 2011, 11:53:04 AM
Thats not all ;D
Code:
L 11/15/2011 - 19:50:53: [SM] Native "TE_WriteVector" reported: Temp entity property "m_vOrigin" not found
L 11/15/2011 - 19:50:53: [SM] Displaying call stack trace for plugin "war3source\compiled\War3Source_Tremble.smx":
L 11/15/2011 - 19:50:53: [SM]   [0]  Line 472, War3Source_Tremble.sp::TE_SetupDynamicLight()
L 11/15/2011 - 19:50:53: [SM]   [1]  Line 412, War3Source_Tremble.sp::MountAoE()
L 11/15/2011 - 19:50:53: [SM]   [2]  Line 373, War3Source_Tremble.sp::CalcTremble()


Title: Re: [Race] Tremble [HoN]
Post by: alex0310 on November 15, 2011, 11:58:20 AM
Maybe be need
Code:
#include <sdkhooks>
replacement
Code:
#include "W3SIncs/sdkhooks"
;D


Title: Re: [Race] Tremble [HoN]
Post by: Revan on November 15, 2011, 12:10:12 PM
whut? something went horribly pownie :o
should be fixed right now!! :S excuse this^^'


Title: Re: [Race] Tremble [HoN]
Post by: Vulpone on November 15, 2011, 01:04:47 PM
(http://img-cache.cdn.gaiaonline.com/a3c3dddaf2de71991e93c4a6c135626b/http://i284.photobucket.com/albums/ll40/JazzEx022/WTF.jpg)


Title: Re: [Race] Tremble [HoN]
Post by: Glider⠠⠵ on November 15, 2011, 04:18:06 PM
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.

subtle.


Title: Re: [Race] Tremble [HoN]
Post by: Vulpone on November 16, 2011, 05:33:51 AM
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.

subtle.

I learned that from you, Sir. Judgment is best served when it's obvious.

My point remains valid,though. Does it not?


Title: Re: [Race] Tremble [HoN]
Post by: Glider⠠⠵ on November 16, 2011, 10:55:32 AM
no.

deal with it.


Title: Re: [Race] Tremble [HoN]
Post by: Ownz on November 16, 2011, 11:06:09 AM
what? cope with the circumstances.

deleted some shit


Title: Re: [Race] Tremble [HoN]
Post by: Arturius on November 22, 2011, 04:32:57 PM
Error in server console:
Code:
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?
The right answer is:
Code:
TE_WriteVector("m_vecOrigin",vecOrigin);


Title: Re: [Race] Tremble [HoN]
Post by: alex0310 on December 09, 2011, 12:36:36 PM
Shudder sometimes get stuck in walls, boxes, etc. can you fix it?


Title: Re: [Race] Tremble [HoN]
Post by: Revan on December 09, 2011, 12:55:52 PM
Hm that will difficult but yes I'll try to improve it :)