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Author Topic: [TF2]Arcane Trickster  (Read 1037 times)
Smilax
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« on: August 19, 2011, 08:24:56 AM »

"Illusion"
"Lets you evade attacks & shoots you into the air in a puff of smoke. 7/14/21/28% evasion rate. Passive (Might want to tweak this on a server to server basis because it's set pretty high for the main server I test these on & do these for, just change
new Float:IllusionChance[5]={0.0,0.07,0.14,0.21,0.28}; & change the .07/.14/.21/.28 to whatever chances you want.)

"Trickster"
"You create illusions to distract the enemy. .2 Invis + different illusion each level. +Ability",false,4);

"Master Illusionist"
"100% Invisibility for x/x/x/x. Puts you in third person mode. Weapon fires but does no damage. +Ultimate",false,4);

"Sneak Attack"
"Enables you to do a sneak attack out of invisibility. x seconds of .5/.75/1/1.5x damage. Spy Disabled. Passive ",true,4);

Here's all the number stuff.
Code:
new Float:IllCooldown=60.0;
new Float:Illduration[5]={0.0,5.0,10.0,15.0,20.0};
//////////////////////////////////
new Float:SATimeScout=2.0; //Sneakattack Time lengths
new Float:SATimeSoldier=2.0;
new Float:SATimePyro=2.0;
new Float:SATimeDemoman=2.5;
new Float:SATimeHeavy=2.5;
new Float:SATimeEngineer=2.5;
new Float:SATimeMedic=3.0;
new Float:SATimeSniper=3.0;
new Float:SATimeSpy=2.0;
//////////////////////////////////
new Float:IllusionChance[5]={0.0,0.07,0.14,0.21,0.28};
new Float:IllVel[3]={0.0,0.0,600.0};  //subject to change
new Float:IllDodgeCooldown=7.0;
//////////////////////////////////
new Float:TricksterCooldown=40.0;
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Ownz
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« Reply #1 on: August 19, 2011, 08:27:36 AM »

on cga server last time i tested i dont go into third person mode

what is illusions to distract the enemy? just particles around the enemy?
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DarkEnergy
Smilax
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« Reply #2 on: August 19, 2011, 08:51:22 AM »

yeah, & it does go into third person mode, but you're invisible & the third person doesn't zoom out super far, also if you're in a tunnel or some place with a low ceiling it only zooms to the max of that but it DOES zoom out. Next time you're on there try doing it outside & firing, you'll notice it's a lot harder to aim.  

Yeah it's just particle effects
Last level of it makes smoke/blinds in an aoe for .5 seconds/ turns you invis for .5 seconds/ puts a model of your class in the smoke.

Oh and it fools people pretty well.

I think 2nd level is fire rings around the nearest person in your view so that it actually blocks there vision but with particles instead of a boring blind.

First level is just a bunch of smoke & I forgot what third level is.
« Last Edit: August 19, 2011, 08:52:58 AM by Smilax » Logged

[Oddity]TeacherCreature
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« Reply #3 on: August 19, 2011, 10:06:27 AM »

instead of particle throwaway which only work on TF2 can we add an option for CS that includes PArticle system for that too similiar to addon using env_smoke or something

Anyway I like this race - much better than your last two good job!
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Ownz
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« Reply #4 on: August 19, 2011, 10:07:02 AM »

glider added the particle system, ud have to ask him
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DarkEnergy
Smilax
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« Reply #5 on: August 19, 2011, 11:45:22 AM »

Because those first 2 are the first 2 things i've ever done in sourcemod or pawn ~_~
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Revan
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« Reply #6 on: August 19, 2011, 12:10:21 PM »

instead of particle throwaway which only work on TF2 can we add an option for CS that includes PArticle system for that too similiar to addon using env_smoke or something

Anyway I like this race - much better than your last two good job!

you mean env_smokestack ?... yes but particle systems works in CS too(there are just different particle effects)
nice race as teacher said : better than the last
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Glider⠠⠵
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« Reply #7 on: August 19, 2011, 07:08:11 PM »

instead of particle throwaway which only work on TF2 can we add an option for CS that includes PArticle system for that too similiar to addon using env_smoke or something

Anyway I like this race - much better than your last two good job!

Since when do particles not work in CS:S? I'm pretty sure you could even change the levelup addon to use the particle aswell, since I saw it in CS:S before. I just don't have a CS:S server to actually test.

If you're saying "I don't know how to use particles!" then that is mighty different from "particle shit doesn't work in CS:S" (other thread)
« Last Edit: August 19, 2011, 07:13:24 PM by Glider⠠⠵ » Logged

[Oddity]TeacherCreature
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« Reply #8 on: August 19, 2011, 07:15:19 PM »

I didnt mean they dont work his choice of particle and use do not work in CS
i dont know if it is the method or he just needs dif particle selection not sure!
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Glider⠠⠵
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« Reply #9 on: August 19, 2011, 07:27:19 PM »

Yes you'd need different particles as CS:S has one of the fewest, blandest selection of particles available (While L4D2 has the largest of any War3Source game so far, yay me)
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ItsMev
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« Reply #10 on: August 20, 2011, 08:18:07 PM »

Will test this today Grin thanks for releasing.

If your interested I could pay you to make some TF2 races Smiley
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ItsMev
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« Reply #11 on: August 20, 2011, 08:37:35 PM »

First imrpessions.

Very awkward when activating your ultimate...makes it look really odd and im just all round confused by it, Have also noticed that some times you end up with a model running around in front of you =/
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Ownz
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« Reply #12 on: August 20, 2011, 08:46:22 PM »

theres too much class specific parameters for this race. i think you consolidate your values to just 1.

theres some code redundancy. if every if is going to do the same thing, put it on a different level so its not repeated
Code:
if (class == TFClass_Scout)
{
War3_DamageModPercent(0.5);
CreateTimer(SATimeScout,SATimer,client);
}
if (class == TFClass_Soldier)
{
War3_DamageModPercent(0.5);
CreateTimer(SATimeSoldier,SATimer,client);
}
then just put War3_DamageModPercent(0.5); before the if


also, reuse the same vectors
Get vector once, then
Code:
ThrowAwayParticle("ghost_appearation", TrickVec, 5.0);
TrickVec[2]+=10;
ThrowAwayParticle("ghost_appearation", TrickVec, 5.0);
TrickVec[2]+=10;
ThrowAwayParticle("ghost_appearation", TrickVec, 5.0);
TrickVec[2]+=10;
ThrowAwayParticle("ghost_appearation", TrickVec, 5.0);
TrickVec[2]+=10;

            
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DarkEnergy
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« Reply #13 on: August 20, 2011, 09:10:33 PM »

http://dl.dropbox.com/u/27291841/Muv.png

And example of what I mean, you end up like that.

Also if you die, if you press your ultimate you get teleported to your old dead body or decoy =/
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Smilax
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« Reply #14 on: August 22, 2011, 09:03:51 AM »

I'm working on it, right now the way third person mode is done if you're in a tunnel or somewhere with a low ceiling it only zooms that far. On the ultimate teleport thing, i'm surprised no one in the server we test everything on found it (Constantly full 24 man / 30 man) ._.

I'll look into it more.
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[Oddity]TeacherCreature
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« Reply #15 on: August 23, 2011, 09:38:35 AM »

@ pic url TF2 is so cartoony hahaha

Does your evade skill actually respect cooldown? I see manager but did not notice a check?
also on trickster u check each class to get model Cant you jsut use

GetClientModel(client,"stringname", 256);

I know that works in CS and it would cut down on some code!

ps a photo of the Particle effects for each effect and I will find or make the equivalent in CS so that ur race works in both
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Smilax
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« Reply #16 on: August 23, 2011, 12:10:59 PM »

Yeah I tried to implement a cooldown, but honestly it was so much more fun without the cooldown that I just left it broken. You can add it but I prefer no cooldown. Worked out pretty well between all the tf2 classes but you probably would want to fix it.

Yeah I could have but I was just doing it the only way I knew how.
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