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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 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 How to fix that?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() 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> replacementCode: #include "W3SIncs/sdkhooks" ;DTitle: 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 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 subtle. I learned that from you, Sir. 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: The right answer is:Code: L 11/15/2011 - 18:20:06: [SM] Native "TE_WriteVector" reported: Temp entity property "m_vec" not found How to fix that?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() 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 :)
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