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Author Topic: [Server Sent Plugin] - [BassMakesPaste & arctic] - The Spur (Winners Announced!)  (Read 8355 times)

『AMLV』bobtehnoob

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #15 on: July 16, 2014, 08:44:50 am »

until the uncharged shot gets buffed, i won't be using any of those, and most of the time i'll be using level 2 charge shots due to how quickly they charge in comparison to fully charged ones, and how little of a drain they are on ammo
that being said, fully charged shots are quite powerful, with a large hitbox too
i do think that fully charged shots should be nerfed to 3/4 of what they are now, with other charged shots being affected less or not at all
after all, not all classes have the bonus of mobility that scouts and detonators have.

another change idea that i have is make the charged shots move slower, and have them deal a lot less damage per tick that they're in contact with a character
it would be useful shooting and creating a wall to discourage foes from running across, as quote now and before have effectively the same role, just different executions.
this change would also make running away from one less viable, but running at one is easier
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Quote
[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
Quote from: SkeleDude
Poop get out of here you belong in a real mans art thread

cabalier

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #16 on: July 16, 2014, 11:28:52 am »

until the uncharged shot gets buffed, i won't be using any of those, and most of the time i'll be using level 2 charge shots due to how quickly they charge in comparison to fully charged ones, and how little of a drain they are on ammo
that being said, fully charged shots are quite powerful, with a large hitbox too
i do think that fully charged shots should be nerfed to 3/4 of what they are now, with other charged shots being affected less or not at all
after all, not all classes have the bonus of mobility that scouts and detonators have.

another change idea that i have is make the charged shots move slower, and have them deal a lot less damage per tick that they're in contact with a character
it would be useful shooting and creating a wall to discourage foes from running across, as quote now and before have effectively the same role, just different executions.
this change would also make running away from one less viable, but running at one is easier

uncharged shot is in fact getting buffed :D
nerfing charged shots 25% is a pretty big nerf and I dont think its the right thing, like I said these shots are easy to dodge (even a heavy can easily jump away from a fully horizontal shot as long as he's paying attention) and remember that they take a full 3 seconds and the majority of your ammo to charge

Sparky

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #17 on: July 16, 2014, 01:10:54 pm »

omg that's so fun

nerf it and add it to vanilla nerf it and add it to vanilla!!!!!!

lol srsly let's do spur pugs soon :^)


you've my vote sir
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cabalier

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #18 on: July 16, 2014, 01:35:15 pm »

omg that's so fun

nerf it and add it to vanilla nerf it and add it to vanilla!!!!!!

lol srsly let's do spur pugs soon :^)


you've my vote sir

yo I'd be so down to do a spur pug

『AMLV』bobtehnoob

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #19 on: July 17, 2014, 08:44:53 am »

ye spur pug plz

heavy can jump over horizontal shots but he'll still get hit, and the damage he'll take is nothing to sneeze at
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Quote
[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
Quote from: SkeleDude
Poop get out of here you belong in a real mans art thread

BassMakesPaste

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #20 on: July 18, 2014, 06:17:59 pm »

's been updated:

-Charge shots no longer damage ubers.
-You can no longer recharge your ammo while holding a charge shot by taunting
-Normal shots now do 8 damage
-Sound fixed
-The damage indicator no longer follows cloaked spies
-Shots are now stopped by ControlPointSetupGates

Post your screenshots and stuff here.
« Last Edit: July 18, 2014, 06:19:46 pm by BassMakesPaste »
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Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

t~

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #21 on: July 18, 2014, 06:35:39 pm »


___________________________________________
ERROR in
action number 1
of Trigger Event: <Deleted>
for object PluginEnvironment:

Error in code at line 7:
   object_event_add(ScorePanel,ev_create,0, 'global.TimeLeftTillStart=10*30 ');
                   ^
at position 18: Unknown variable ScorePanel

___________________________________________
ERROR in
action number 1
of Trigger Event: <Deleted>
for object PluginEnvironment:

Error in code at line 4:
   object_event_add(ScorePanel,ev_draw,0,"
                   ^
at position 18: Unknown variable ScorePanel

___________________________________________
ERROR in
action number 1
of  Step Event
for object __newobject846:

Error in code at line 35:
   if(id != other.ownerPlayer and team != other.owner.team and object != -1 &&!object.ubered){
                                                     ^
at position 52: Unknown variable team

___________________________________________
ERROR in
action number 1
of  Step Event
for object __newobject846:

Error in code at line 35:
   if(id != other.ownerPlayer and team != other.owner.team and object != -1 &&!object.ubered){
                                                     ^
at position 52: Unknown variable team

this has been happening since you've updated your plugin. i have never had this error on my server before (i think) and it most likely occured from the update. could you check to see what this means and fix it? thanks!
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^_^

Derpduck

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #22 on: July 18, 2014, 06:38:28 pm »

Change ScorePanel to CTFHUD.

BassMakesPaste

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #23 on: July 18, 2014, 06:40:21 pm »

What other plugins are you running? I can probably rig a version that will work with this.
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Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

t~

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #24 on: July 18, 2014, 07:00:00 pm »

What other plugins are you running? I can probably rig a version that will work with this.

Damage indicator, show carrier, freeze time for server host, show ping, ghetto console for host
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^_^

BassMakesPaste

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #25 on: July 18, 2014, 07:09:14 pm »

Change ScorePanel to CTFHUD.
This. Go into FreezeTime and change that. It should work fine after you do that.

Here's the code if you're lazy:
Code: [Select]
//change the 10's in the below hud create events to however many seconds you want your map to have locked doors.

//we have to assign these hud values individually because all of the below override HUD's //create event.
// we still need to announce arena so that we can join servers playing arena without crashing


object_event_add(CTFHUD,ev_create,0, 'global.TimeLeftTillStart=10*30 ');
object_event_add(GeneratorHUD,ev_create,0, 'global.TimeLeftTillStart=10*30 ');
object_event_add(KothHUD,ev_create,0, 'global.TimeLeftTillStart=10*30 ');
object_event_add(DKothHUD,ev_create,0, 'global.TimeLeftTillStart=10*30 ');
object_event_add(ControlPointHUD,ev_create,0, 'global.TimeLeftTillStart=10*30 ');

//leave at zero, arena needs no wait. We need to declare this to prevent a crash if you join an arena match as a client.
object_event_add(ArenaHUD,ev_create,0, 'global.TimeLeftTillStart=0');



//If the time left isnt up, decrement the timer and ensure that teamgates are solid.
//Otherwise, unlock the gates.

object_event_add(HUD,ev_step,ev_step_begin,'

//run only as host.
if (global.isHost)
{

//decrease time left
if instance_exists(IntelligenceBaseBlue) || instance_exists(IntelligenceBaseRed) || instance_exists(IntelligenceRed) || instance_exists(IntelligenceBlue) {
if global.TimeLeftTillStart>0 {
global.TimeLeftTillStart-=1;
}
}

else if instance_exists(GeneratorBlue) || instance_exists(GeneratorRed) {
if global.TimeLeftTillStart>0 {
global.TimeLeftTillStart-=1;
}
}

else if instance_exists(KothControlPoint) {
if global.TimeLeftTillStart>0 {
global.TimeLeftTillStart-=1;
}
}


else if instance_exists(KothRedControlPoint) && instance_exists(KothBlueControlPoint) {
if global.TimeLeftTillStart>0 {
global.TimeLeftTillStart-=1;
}
}

else if instance_exists(ControlPoint) {
if global.TimeLeftTillStart>0 {
global.TimeLeftTillStart-=1;

//if we are playing AD/CP  (or map voting, shameless compatibility plug), no wait to start. If you want a map to not to have a time limit
//on startup, just add another OR check with your maps name.
if instance_exists(ControlPointSetupGate) || global.currentMap = "map_voting"
{global.TimeLeftTillStart=0;}
}
}

//Now that weve ensured its solid, make announcements every second so players know whats going on.
if global.TimeLeftTillStart>0 and global.TimeLeftTillStart mod 30 = 0
{
ServerMessageString("Spawn doors will open in " + string(round(global.TimeLeftTillStart/30)) + " seconds.",global.sendBuffer);
with NoticeO instance_destroy();
notice = instance_create(0, 0, NoticeO);
notice.notice = NOTICE_CUSTOM;
notice.message = "Spawn doors will open in " + string(round(global.TimeLeftTillStart/30)) + " seconds.";
}
//announce opening at one instead of zero so that we dont need another variable to say weve already announced this
else if global.TimeLeftTillStart=1
{
ServerMessageString("Spawn doors are open! Fight!",global.sendBuffer);
with NoticeO instance_destroy();
notice = instance_create(0, 0, NoticeO);
notice.notice = NOTICE_CUSTOM;
notice.message = "Spawn doors are open! Fight!";

//refill game timers based on game mode.
if instance_exists(CTFHUD) {
CTFHUD.timer=CTFHUD.timeLimit;
GameServer.syncTimer=1;
}
if instance_exists(ControlPointHUD) {
ControlPointHUD.timer=ControlPointHUD.timeLimit;
GameServer.syncTimer=1;
}
if instance_exists(DKothHUD) {
DKothHUD.cpUnlock=900;
GameServer.syncTimer=1;
}
if instance_exists(KothHUD) {
KothHUD.cpUnlock=900;
GameServer.syncTimer=1;
}
if instance_exists(GeneratorHUD) {
GeneratorHUD.timer=GeneratorHUD.timeLimit;
GameServer.syncTimer=1;
}

}
}
//if you arent the host, set the timers to zero. This means that the actual hosts numbers wont overlap with yours or desync, and that you wont get
//trapped on doors when walking through them, and that you wont get random messages when entering lobbies as a client.
else
{
if global.TimeLeftTillStart!=0 {global.TimeLeftTillStart=0}
}
');

//Move outside of the walls if in contact.

object_event_add(Character,ev_collision,RedTeamGate,'
if global.TimeLeftTillStart>0
{
x=xprevious;
    hspeed=0;
    moveStatus = 0;
    if(place_meeting(x,y,TeamGate)) {
        if(not place_meeting(x+8,y,TeamGate)) {
            move_contact_solid(0,8);
        } else if(not place_meeting(x-8,y,TeamGate)) {
            move_contact_solid(180,8);
        }
    }
}
');

//blue team walls
object_event_add(Character,ev_collision,BlueTeamGate,'
if global.TimeLeftTillStart>0
{
x=xprevious;
    hspeed=0;
    moveStatus = 0;
    if(place_meeting(x,y,TeamGate)) {
        if(not place_meeting(x+8,y,TeamGate)) {
            move_contact_solid(0,8);
        } else if(not place_meeting(x-8,y,TeamGate)) {
            move_contact_solid(180,8);
        }
    }
}
');

//red floors
object_event_add(Character,ev_collision,RedTeamGate2,'
if global.TimeLeftTillStart>0
{
y=yprevious;
    vspeed=0;
    moveStatus = 0;
    if(place_meeting(x,y,TeamGate)) {
        if(not place_meeting(x,y-8,TeamGate)) {
            move_contact_solid(90,8);
        } else if(not place_meeting(x,y+8,TeamGate)) {
            move_contact_solid(270,8);
        }
    }
}

');

//blue floors
object_event_add(Character,ev_collision,BlueTeamGate2,'
if global.TimeLeftTillStart>0
{
y=yprevious;
    vspeed=0;
    moveStatus = 0;
    if(place_meeting(x,y,TeamGate)) {
        if(not place_meeting(x,y-8,TeamGate)) {
            move_contact_solid(90,8);
        } else if(not place_meeting(x,y+8,TeamGate)) {
            move_contact_solid(270,8);
        }
    }
}
');

« Last Edit: July 18, 2014, 07:11:35 pm by BassMakesPaste »
Logged
Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

bullets (obviously)

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #26 on: July 19, 2014, 02:05:44 am »

I got this every once in awhile  :z4:
Code: [Select]
ERROR in
action number 1
of  Step Event
for object __newobject918:

Error in code at line 35:
   if(id != other.ownerPlayer and team != other.owner.team and object != -1 &&!object.ubered){
   

That said, after hosting spur for about an hour its ridiculously fun and you have my vote <3
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Phantom Brave

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #27 on: July 19, 2014, 02:32:14 am »

what was the error
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BassMakesPaste

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #28 on: July 27, 2014, 11:22:45 am »

unknown variable "team"


I updated this and changed the way shots were drawn and fixed that bug. It shouldn't crash any more.

I also added the magical golden rainbow spur if you're lucky enough to see me play
« Last Edit: July 27, 2014, 03:45:42 pm by BassMakesPaste »
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Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

Inconceivable!

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Re: [Server Sent Plugin] - [BassMakesPaste] - The Spur
« Reply #29 on: July 29, 2014, 07:27:13 pm »

Please make the charged shots reflectable by the pyro. It's very difficult to counter spam.
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