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Author Topic: New ultimate i'm working on, need help  (Read 75 times)
Onslaught
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« on: April 07, 2009, 05:15:01 AM »

i'm lookin for an ultimate that would levitate you when you press it, give you god mode once at the top in mid air, charge up a light blue beam for a few sec, and fire it at whatever random enemy was chosen who was stupid and didn't have a necklace, and it deals 99999 damage.

I'm gonna try to take a crack at this myself, but if someone else knows how to do this, I would be much appreciative.  I've started using holliday's quake ulti as a base, as it accomplishes some of what i ask already.  This is what i have so far, it's kind of a mess right now, but hopefully you can see what i'm trying to accomplish.  Thanks

EDIT:

Ok holliday helped me for the most part with this so thanks.  I got all the things i need, but i have 2 problems with the fx.  First is, if you spam the ultimate and it doesnt hit anyone, the sfx beam still shows up.  That's the biggest problem.  Second problem is, the sfx beam when it hits someone, doesnt always shoot the sfx beam at them, it seems to shoot in a random direction close by them (even though i tried this on frozen bots).

If anyone can help, i'd appreciate it.  Here's what im lookin at:

In race file:

Code:
    "skill5_setting"    "es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 600|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 800|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 1000|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 1200|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 1500"
    "skill5_cmd"        "es_xdoblock wcs/WCSultimates/wcs_ulti_bahamut"
    "skill5_sfx"        "es_xdoblock wcs/WCSultimates/bigbluebeam"
    "ultimate_cooldown" "5"

In ultimate file:

Code:
block bigbluebeam
{
  es_xset vector1 wcs_z1
  es_xset vector2 wcs_z2
  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_xmath wcs_z1 + 50
  es_xmath wcs_z2 + 50
  es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
  es es_delayed 5.5 est_Effect_06 #a 0 effects/blueblacklargebeam.vmt server_var(vector2) server_var(vector1) 10 3 38 38 10 0 255 255 255 255 20
}
« Last Edit: April 07, 2009, 08:37:17 AM by Onslaught » Logged

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FrAg
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« Reply #1 on: April 07, 2009, 10:57:54 AM »

Isn't 99999 damage abit much? Make it like 75 or something so players actually have a chance to survive it.

Thanks, FrAg.
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« Reply #2 on: April 07, 2009, 11:27:29 AM »

Isn't 99999 damage abit much? Make it like 75 or something so players actually have a chance to survive it.

Thanks, FrAg.
thats called testing
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« Reply #3 on: April 07, 2009, 03:10:53 PM »

Not sure of this, but i hope this could work...
This pushes you in the air, then god modes you for 6 seconds
Code:
    "skill2_setting"    "es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 600|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 800|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 1000|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 1200|es_xsetinfo wcs_maxtargets 1;es_xsetinfo wcs_radius 1500"
    "racealias_god"     "es est_God server_var(wcs_userid) 1;es_delayed 6 est_god server_var(wcs_userid) 0"
    "skill2_cmd"        "es est_physpush server_var(wcs_userid) 0 0 300;es es_delayed 0.2 est_physpush event_var(userid) 900 0 0;if (server_var(wcs_dice) <= 100) then racealias_god"
    "skill2_sfx"        "0"
Hopely it works!
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[Oddity]TeacherCreature
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« Reply #4 on: April 07, 2009, 04:29:30 PM »

the bahamut part I think you have right ?

physpush
freeze
god
delay unfreeze ungod
beam
damage

The beam part I would run this:
I would have an if statement that it only runs if your targeting code finds a target..
I am assuming you are using estnear? or randplayer?

or just add a line to see if targetid exists

Code:
block bigbluebeam
{
  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_xmath wcs_z1 + 30
  es_xmath wcs_z2 + 30
  es est_Effect_06 #a 0 sprites/bluelight1.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 10 3 50 50 10 0 20 20 255 200 20
}
« Last Edit: April 07, 2009, 04:34:03 PM by [Oddity]TeacherCreature » Logged

Narb
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« Reply #5 on: April 07, 2009, 04:42:28 PM »

If you freeze with push, it will first freeze, then when freeze is gone, you get pushed... so freeze/push on this is bad :S
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Onslaught
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« Reply #6 on: April 07, 2009, 10:47:37 PM »

idk what u mean by that narb, it works great now.  I have it set up perfect.  And actually, the 99999 isn't for testing this time lol.  This is my last, and private race on the server, and it will take massive amounts of levels to get to it.  The ultimate will have a big radius, but will only attack one random person.  Necklaces are cheap.  Whenever someone bitches about an ultimate in my server that can be stopped with a necklace, i laugh at them.

This skill was obviously to mimic bahamut from final fantasy, and his mega flare move.

If you don't know what i speak of, you can see videos of it here:

http://finalfantasy.wikia.com/wiki/Bahamut/Summon_Sequences#Bahamut

There are many, but the 3 from ff7 are the coolest.

Oddity that is damn close to what holliday gave me if not the same lol.  I'm surprised so many responded this quickly to the post, if i woulda known i woulda posted before i went to bed last night saying holli helped me.

Basically, I have everything set perfect.  The only 2 things to do now:

-Make the beam bigger (which of these affects how big the beam is: <start width> <end width> <amplitude>?)
-Make an explosion fx when the beam hits the target

Here's what i have updated:

Code:
block wcs_ulti_bahamut
{
es es_xif (server_var(wcs_debug) = "1") then echo wcs_ulti_bahamut 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_bahamut1 "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_bahamut2"
      alias wcs_run_ulti_bahamut2 "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_bahamut3;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_bahamut4"
      alias wcs_run_ulti_bahamut4 "es_xset vector1 wcs_z1;es_xset vector2 wcs_z2;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 + 50;es_xmath wcs_z2 + 50;es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1);es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2);es est_Effect_06 #a 0 effects/blueblacklargebeam.vmt server_var(vector1) server_var(vector2) 10 3 38 38 10 0 255 255 255 255 20"
      alias wcs_run_ulti_bahamut3 "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_God server_var(wcs_userid) 1;es est_physpush server_var(wcs_userid) 0 0 600;es es_delayed 0.45 est_Freeze server_var(wcs_userid) 1;es es es_delayed 6 est_pushto server_var(wcs_userid) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 1;wcs_run_ulti_bahamut5"
      alias wcs_run_ulti_bahamut5 "es_xdoblock wcs/WCSultimates/bigbluebeam;es es_delayed 6 wcs_dealdamage server_var(wcs_userid) server_var(wcs_targetid) 99999;es es_delayed 0 est_playplayer server_var(wcs_userid) misc/bahamutattack.mp3;es es_delayed 3.9 est_playplayer server_var(wcs_targetid) misc/bahamutreceive.mp3;es_delayed 6.3 wcs_removefx freeze server_var(wcs_userid);es es_delayed 6.3 wcs_removefx god server_var(wcs_userid)"
      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_bahamut1"
      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_bahamut end
}


block bigbluebeam
{
  es_xset vector1 wcs_z1
  es_xset vector2 wcs_z2
  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_xmath wcs_z1 + 150
  es_xmath wcs_z2 + 50
  es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
  es es_delayed 5.5 est_Effect_06 #a 0 effects/blueblacklargebeam.vmt server_var(vector2) server_var(vector1) 10 3 38 38 10 0 255 255 255 255 20
}
« Last Edit: April 07, 2009, 11:56:02 PM by Onslaught » Logged

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[Oddity]TeacherCreature
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« Reply #7 on: April 08, 2009, 01:32:33 AM »

increase both widths,

it was an easy request.

Narb: that is what delay is for.. push first then freeze
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« Reply #8 on: April 08, 2009, 03:21:37 AM »

k what about the explosion effect?  Me thinks i might have to get holliday for that one
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[Oddity]TeacherCreature
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« Reply #9 on: April 08, 2009, 11:53:53 PM »

You know guys effects are not terribly hard.

Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_targetid)
es_xmath wcs_z1 + 10
es est_effect 11 #a 0 sprites/xfireball3.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 4 2 255
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« Reply #10 on: April 09, 2009, 04:55:09 AM »

that was perfect btw, only 1 question.  How can i delay getting player location?  The beam shoots where the enemy WAS, but isnt anymore.  THey obviously arent gonna be standing still, and id hate to have to freeze them.  Is there a way to do this?

Code:
block bigbluebeam
{
  es_xset vector1 wcs_z1
  es_xset vector2 wcs_z2
  es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid)
  es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 server_var(wcs_targetid)
  es_xmath wcs_z1 + 200
  es_xmath wcs_z2 + 50
  es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
  es es_delayed 5.5 est_Effect_06 #a 0 effects/blueblacklargebeam.vmt server_var(vector2) server_var(vector1) 10 3 100 100 10 0 255 255 255 255 20
}
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tuss3d

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« Reply #11 on: April 09, 2009, 10:58:03 AM »

You know guys effects are not terribly hard.

Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_targetid)
es_xmath wcs_z1 + 10
es est_effect 11 #a 0 sprites/xfireball3.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 4 2 255
Eeh what's the size of it? I got tolded that i made my race's sfx too big so server crashed, so how i set the size?
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