if there is one there is a delay on the Earth Quake
this ultimate is different
you jump up in the air and crash down to the ground and cause an eath quake
shakes all nearby enemies and does 10 damage
Code:
"27"
{
"name" "Earth Quake"
"author" "HOLLIDAY"
"required_level" "12"
"maximum_level" "0"
"allow_only" "0"
"teamlimit" "0"
"preloadcmd" "0"
"player_spawn_cmd" "es est_playplayer event_var(userid) ambient/atmosphere/cave_hit4.wav;es est_setplayercolor event_var(userid) 255 75 25 255 "
"round_start_cmd" "0"
"round_end_cmd" "0"
"numberofskills" "4"
"numberoflevels" "5"
"skillnames" "Earth Shake|Quake Shake|After Shock|Earth Quake"
"skilldescr" "Shake your enemy|Shake all enemies when hit|Make an Earth Quake apon death|Cause an Earth Quake and damage all nearby enemies "
"skillcfg" "player_attacker|player_victim|player_death|player_ultimate"
"skill1_setting" "es_xsetinfo wcs_chance 8;es_xsetinfo wcs_quake 2|es_xsetinfo wcs_chance 10;es_xsetinfo wcs_quake 5|es_xsetinfo wcs_chance 12;es_xsetinfo wcs_quake 6|es_xsetinfo wcs_chance 18;es_xsetinfo wcs_quake 9|es_xsetinfo wcs_chance 22;es_xsetinfo wcs_quake 11"
"racealias_eaq1" "es est_shake event_var(userid) 2 7 server_var(wcs_quake);es wcs_dealdamage event_var(attacker) event_var(userid) server_var(wcs_ymdmg);es es_xtell event_var(attacker) #multi #lightgreen:Earth Shake;es es_xtell event_var(userid) #multi #lightgreen: You got hit by Earth Shake;es est_playplayer event_var(userid) ambient\weather\thunder1.wav;es est_playplayer event_var(attackr) ambient\weather\thunder2.wav"
"skill1_cmd" "es es_xif (server_var(wcs_dice) <= server_var(wcs_chance)) then racealias_eaq1"
"skill1_sfx" "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid);es_xmath wcs_z1 + 20;es_xmath wcs_z2 - 15;es est_effect 3 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 2 13 16 255 75 25 255;es_xmath wcs_z2 - 15;es est_effect 10 #a 0 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 30 50 3 50 100 1.8 255 75 25 255 2"
"skill2_setting" "es_xsetinfo wcs_chance 50|es_xsetinfo wcs_chance 55|es_xsetinfo wcs_chance 60|es_xsetinfo wcs_chance 65|es_xsetinfo wcs_chance 70"
"skill2_cmd" "es es_xif (server_var(wcs_team) = 2) then est_shake #c 10 10 10;es es_xif (server_var(wcs_team) = 3) then est_shake #t 10 10 10;es es_xif (server_var(wcs_team) = 2) then es es_xtell #c After Shock"
"skill2_sfx" "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid);es_xmath wcs_z1 + 20;es_xmath wcs_z2 - 15;es est_effect 3 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 2 13 16 255 75 25 255;es_xmath wcs_z2 - 15;es est_effect 10 #a 0 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 30 50 3 50 100 1.8 255 75 25 255 2"
"skill3_setting" "es_xsetinfo wcs_chance 50|es_xsetinfo wcs_chance 55|es_xsetinfo wcs_chance 60|es_xsetinfo wcs_chance 65|es_xsetinfo wcs_chance 70"
"skill3_cmd" "es es_xif (server_var(wcs_team) = 2) then est_shake #c 10 10 10;es es_xif (server_var(wcs_team) = 3) then est_shake #t 10 10 10;es es_xif (server_var(wcs_team) = 2) then es es_xtell #c After Shock"
"skill3_sfx" "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es_xmath wcs_z1 + 20;es est_effect 10 #a 3 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 30 50 3 50 100 1.8 255 75 25 255 2"
"skill4_setting" "es_xsetinfo wcs_maxtargets 3;es_xsetinfo wcs_radius 550|es_xsetinfo wcs_maxtargets 3;es_xsetinfo wcs_radius 600|es_xsetinfo wcs_maxtargets 3;es_xsetinfo wcs_radius 650|es_xsetinfo wcs_maxtargets 4;es_xsetinfo wcs_radius 700|es_xsetinfo wcs_maxtargets 7;es_xsetinfo wcs_radius 750"
"skill4_cmd" "es_xdoblock wcs/WCSultimates/wcs_ulti_quake"
"skill4_sfx" "0"
"ultimate_cooldown" "15"
}
{
"name" "Earth Quake"
"author" "HOLLIDAY"
"required_level" "12"
"maximum_level" "0"
"allow_only" "0"
"teamlimit" "0"
"preloadcmd" "0"
"player_spawn_cmd" "es est_playplayer event_var(userid) ambient/atmosphere/cave_hit4.wav;es est_setplayercolor event_var(userid) 255 75 25 255 "
"round_start_cmd" "0"
"round_end_cmd" "0"
"numberofskills" "4"
"numberoflevels" "5"
"skillnames" "Earth Shake|Quake Shake|After Shock|Earth Quake"
"skilldescr" "Shake your enemy|Shake all enemies when hit|Make an Earth Quake apon death|Cause an Earth Quake and damage all nearby enemies "
"skillcfg" "player_attacker|player_victim|player_death|player_ultimate"
"skill1_setting" "es_xsetinfo wcs_chance 8;es_xsetinfo wcs_quake 2|es_xsetinfo wcs_chance 10;es_xsetinfo wcs_quake 5|es_xsetinfo wcs_chance 12;es_xsetinfo wcs_quake 6|es_xsetinfo wcs_chance 18;es_xsetinfo wcs_quake 9|es_xsetinfo wcs_chance 22;es_xsetinfo wcs_quake 11"
"racealias_eaq1" "es est_shake event_var(userid) 2 7 server_var(wcs_quake);es wcs_dealdamage event_var(attacker) event_var(userid) server_var(wcs_ymdmg);es es_xtell event_var(attacker) #multi #lightgreen:Earth Shake;es es_xtell event_var(userid) #multi #lightgreen: You got hit by Earth Shake;es est_playplayer event_var(userid) ambient\weather\thunder1.wav;es est_playplayer event_var(attackr) ambient\weather\thunder2.wav"
"skill1_cmd" "es es_xif (server_var(wcs_dice) <= server_var(wcs_chance)) then racealias_eaq1"
"skill1_sfx" "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid);es_xmath wcs_z1 + 20;es_xmath wcs_z2 - 15;es est_effect 3 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 2 13 16 255 75 25 255;es_xmath wcs_z2 - 15;es est_effect 10 #a 0 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 30 50 3 50 100 1.8 255 75 25 255 2"
"skill2_setting" "es_xsetinfo wcs_chance 50|es_xsetinfo wcs_chance 55|es_xsetinfo wcs_chance 60|es_xsetinfo wcs_chance 65|es_xsetinfo wcs_chance 70"
"skill2_cmd" "es es_xif (server_var(wcs_team) = 2) then est_shake #c 10 10 10;es es_xif (server_var(wcs_team) = 3) then est_shake #t 10 10 10;es es_xif (server_var(wcs_team) = 2) then es es_xtell #c After Shock"
"skill2_sfx" "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid);es_xmath wcs_z1 + 20;es_xmath wcs_z2 - 15;es est_effect 3 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 2 13 16 255 75 25 255;es_xmath wcs_z2 - 15;es est_effect 10 #a 0 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 30 50 3 50 100 1.8 255 75 25 255 2"
"skill3_setting" "es_xsetinfo wcs_chance 50|es_xsetinfo wcs_chance 55|es_xsetinfo wcs_chance 60|es_xsetinfo wcs_chance 65|es_xsetinfo wcs_chance 70"
"skill3_cmd" "es es_xif (server_var(wcs_team) = 2) then est_shake #c 10 10 10;es es_xif (server_var(wcs_team) = 3) then est_shake #t 10 10 10;es es_xif (server_var(wcs_team) = 2) then es es_xtell #c After Shock"
"skill3_sfx" "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es_xmath wcs_z1 + 20;es est_effect 10 #a 3 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 30 50 3 50 100 1.8 255 75 25 255 2"
"skill4_setting" "es_xsetinfo wcs_maxtargets 3;es_xsetinfo wcs_radius 550|es_xsetinfo wcs_maxtargets 3;es_xsetinfo wcs_radius 600|es_xsetinfo wcs_maxtargets 3;es_xsetinfo wcs_radius 650|es_xsetinfo wcs_maxtargets 4;es_xsetinfo wcs_radius 700|es_xsetinfo wcs_maxtargets 7;es_xsetinfo wcs_radius 750"
"skill4_cmd" "es_xdoblock wcs/WCSultimates/wcs_ulti_quake"
"skill4_sfx" "0"
"ultimate_cooldown" "15"
}
ultimate block
paste this to the bottom of your es_WCSultimates.txt
Code:
block wcs_ulti_quake
{
es es_xif (server_var(wcs_debug) = "1") then echo wcs_ulti_quake start
es_xsetinfo wcs_team_target 0
es es_xgetplayerteam wcs_team server_var(wcs_userid)
// check teams (T=2, CT=3)
es es_xif (server_var(wcs_team) = 2) do
{
es_xsetinfo wcs_team_target 3
es_xsetinfo wcs_team_targetn "#c!d"
}
es es_xif (server_var(wcs_team) = 3) do
{
es_xsetinfo wcs_team_target 2
es_xsetinfo wcs_team_targetn "#t!d"
}
es es_xif (server_var(wcs_team_target) != "0") do
{
es_xsetinfo wcs_pcount 0
es es_xgetlivingplayercount wcs_pcount server_var(wcs_team_target)
es es_xif (server_var(wcs_pcount) > 0) do
{
es est_Fade server_var(wcs_userid) 0 2 1 255 75 25 20
es_xsetinfo wcs_wall "1"
alias wcs_run_ulti_quake1 "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 server_var(wcs_targetid);es est_getwallbetween wcs_wall server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2);es es_xif (server_var(wcs_wall) = 0) then wcs_run_ulti_quake2"
alias wcs_run_ulti_quake2 "es_xsetinfo wcs_immunity 0;es es_xkeygetvalue wcs_immunity WCSuserdata server_var(wcs_targetid) ulti_immunity;es es_xif (server_var(wcs_immunity) = 0) then wcs_run_ulti_quake3;es es_xif (server_var(wcs_immunity) != 0) then es_xtell server_var(wcs_userid) #multi server_var(wcs_lng_ulti_immunity_a);es es_xif (server_var(wcs_immunity) != 0) then es_xtell server_var(wcs_targetid) #multi server_var(wcs_lng_ulti_immunity_v);es es_xif (server_var(wcs_immunity) = 0) then wcs_run_ulti_quake4"
alias wcs_run_ulti_quake4 "es est_effect 10 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 5000 2 100 300 1.8 175 175 255 255 1;es est_effect 10 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 5000 2 100 300 3.8 255 75 25 255 5;es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_targetid);es est_effect 10 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 30 50 3 50 100 2 255 75 25 255 2"
alias wcs_run_ulti_quake3 "es_xmath wcs_counter + 1;es es_xif (server_var(wcs_graphicfx) = 1) then es est_effect 3 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 13 16 255 75 25 255;es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid);es est_physpush server_var(wcs_userid) 0 0 500;es es_delayed 1 est_pushto server_var(wcs_userid) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 1;wcs_run_ulti_quake5"
alias wcs_run_ulti_quake5 "es es_delayed 1.2 est_shake server_var(wcs_targetid) 3 5 7;es es_delayed 1.2 est_shake server_var(wcs_userid) 3 5 7;es es_delayed 1.3 wcs_dealdamage server_var(wcs_userid) server_var(wcs_targetid) 10;es es_delayd 1.2 est_playplayer server_var(wcs_userid) weapons/hegrenade/explode4.wav;es es_delayed 1.2 est_playplayer server_var(wcs_targetid) weapons/hegrenade/explode4.wav"
es_xsetinfo wcs_counter 0
es est_Near wcs_targetid server_var(wcs_team_targetn) server_var(wcs_radius) server_var(wcs_userid) "es es_xexists wcs_exists userid server_var(wcs_targetid);es es_xif (server_var(wcs_exists) = 1) then es_xif (server_var(wcs_counter) < server_var(wcs_maxtargets)) then wcs_run_ulti_quake1"
es es_xif (server_var(wcs_counter) > 0) do
{
esnq est_csay server_var(wcs_userid) Earth Quake hit server_var(wcs_counter) players!
}
es_xelse do
{
es_xsetinfo wcs_ultinotexec 1
}
}
es_xelse do
{
es_xsetinfo wcs_ultinotexec 1
}
}
es es_xif (server_var(wcs_ultinotexec) = 1) then es_xtell server_var(wcs_userid) #multi #greenEarth Quake failed because no enemies were close
es es_xif (server_var(wcs_debug) = "1") then echo wcs_ulti_quake end
}
// <<<<<<<<<<<<<<<<< END ULTIMATE SKILL CODE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{
es es_xif (server_var(wcs_debug) = "1") then echo wcs_ulti_quake start
es_xsetinfo wcs_team_target 0
es es_xgetplayerteam wcs_team server_var(wcs_userid)
// check teams (T=2, CT=3)
es es_xif (server_var(wcs_team) = 2) do
{
es_xsetinfo wcs_team_target 3
es_xsetinfo wcs_team_targetn "#c!d"
}
es es_xif (server_var(wcs_team) = 3) do
{
es_xsetinfo wcs_team_target 2
es_xsetinfo wcs_team_targetn "#t!d"
}
es es_xif (server_var(wcs_team_target) != "0") do
{
es_xsetinfo wcs_pcount 0
es es_xgetlivingplayercount wcs_pcount server_var(wcs_team_target)
es es_xif (server_var(wcs_pcount) > 0) do
{
es est_Fade server_var(wcs_userid) 0 2 1 255 75 25 20
es_xsetinfo wcs_wall "1"
alias wcs_run_ulti_quake1 "es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 server_var(wcs_targetid);es est_getwallbetween wcs_wall server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2);es es_xif (server_var(wcs_wall) = 0) then wcs_run_ulti_quake2"
alias wcs_run_ulti_quake2 "es_xsetinfo wcs_immunity 0;es es_xkeygetvalue wcs_immunity WCSuserdata server_var(wcs_targetid) ulti_immunity;es es_xif (server_var(wcs_immunity) = 0) then wcs_run_ulti_quake3;es es_xif (server_var(wcs_immunity) != 0) then es_xtell server_var(wcs_userid) #multi server_var(wcs_lng_ulti_immunity_a);es es_xif (server_var(wcs_immunity) != 0) then es_xtell server_var(wcs_targetid) #multi server_var(wcs_lng_ulti_immunity_v);es es_xif (server_var(wcs_immunity) = 0) then wcs_run_ulti_quake4"
alias wcs_run_ulti_quake4 "es est_effect 10 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 5000 2 100 300 1.8 175 175 255 255 1;es est_effect 10 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 20 5000 2 100 300 3.8 255 75 25 255 5;es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_targetid);es est_effect 10 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 30 50 3 50 100 2 255 75 25 255 2"
alias wcs_run_ulti_quake3 "es_xmath wcs_counter + 1;es es_xif (server_var(wcs_graphicfx) = 1) then es est_effect 3 #a 2.5 sprites/lgtning.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 13 16 255 75 25 255;es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid);es est_physpush server_var(wcs_userid) 0 0 500;es es_delayed 1 est_pushto server_var(wcs_userid) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 1;wcs_run_ulti_quake5"
alias wcs_run_ulti_quake5 "es es_delayed 1.2 est_shake server_var(wcs_targetid) 3 5 7;es es_delayed 1.2 est_shake server_var(wcs_userid) 3 5 7;es es_delayed 1.3 wcs_dealdamage server_var(wcs_userid) server_var(wcs_targetid) 10;es es_delayd 1.2 est_playplayer server_var(wcs_userid) weapons/hegrenade/explode4.wav;es es_delayed 1.2 est_playplayer server_var(wcs_targetid) weapons/hegrenade/explode4.wav"
es_xsetinfo wcs_counter 0
es est_Near wcs_targetid server_var(wcs_team_targetn) server_var(wcs_radius) server_var(wcs_userid) "es es_xexists wcs_exists userid server_var(wcs_targetid);es es_xif (server_var(wcs_exists) = 1) then es_xif (server_var(wcs_counter) < server_var(wcs_maxtargets)) then wcs_run_ulti_quake1"
es es_xif (server_var(wcs_counter) > 0) do
{
esnq est_csay server_var(wcs_userid) Earth Quake hit server_var(wcs_counter) players!
}
es_xelse do
{
es_xsetinfo wcs_ultinotexec 1
}
}
es_xelse do
{
es_xsetinfo wcs_ultinotexec 1
}
}
es es_xif (server_var(wcs_ultinotexec) = 1) then es_xtell server_var(wcs_userid) #multi #greenEarth Quake failed because no enemies were close
es es_xif (server_var(wcs_debug) = "1") then echo wcs_ulti_quake end
}
// <<<<<<<<<<<<<<<<< END ULTIMATE SKILL CODE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<









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