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Freak Fortress 2 v1.11.0 #486

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11 of 14 tasks
naydef opened this issue Jul 2, 2019 · 12 comments
Open
11 of 14 tasks

Freak Fortress 2 v1.11.0 #486

naydef opened this issue Jul 2, 2019 · 12 comments

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@naydef
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naydef commented Jul 2, 2019

It's been more than 3 years since 1.10.14 was released. While the history of the FF2 mode does not concern me in any way, the support for the mode has declined considerably due to lack of new features and regularly needed bugfixes, some of them really wanted. In light of this, it's time to make a clear roadmap for the future new branch of FF2 - 1.11.X

Specific features wanted:

  • Ability to replace specific class sound with custom one

  • Ability arguments can be named

  • Make stock abilities use named arguments

  • Fix whatever is broken in the subplugins

  • Ability to disable/enable damage tripling per boss

  • Keep partial compatibility with FreakFortressBatfox

  • New changelog should be accessible online #481

  • Issue with ubercharge #448

  • Absolutely keep full backward compatibility with older subplugins and configs

  • Allow FF2x10 to modify some weapons, which are otherwise affected by FF2

  • [ ] New dropped weapon blocking code (and still allowing red players to use each other weapons, possibly?)

  • Fix some taunt sounds not being changed

  • Use PlayGameSound for playing announcer voice

  • [ ] Development of AMS alternative - for the future or now?

  • Test everything

  • Significantly improve/update the documentation

@Batfoxkid
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Optionally we can move this into an another respiratory so that way you can commit without pull requesting every time. Also I can send over pull requests whenever.

@naydef
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naydef commented Jul 2, 2019

I don't need to make pull requests, but I feel it's better make one every time I make changes.

@naydef
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naydef commented Jul 7, 2019

Another idea for 1.11.0 is development of AMS alternative, mostly(or fully) compatible with abilities with/without AMS support.

@Batfoxkid
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Probably something like ams_stun_sg instead of the same names.

@naydef
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naydef commented Jul 7, 2019

I wonder probably we can use one of the ability slots for new AMS. I wonder why original AMS was not done this way, call FF2_OnAbility2 with custom slot. That was all the abilities would have worked

@Batfoxkid
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Maybe needed something for the args1000+, not sure.

@naydef
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naydef commented Jul 7, 2019

I'll see if it can be done. We can leave it for later versions

@TheGreatWeegee
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TheGreatWeegee commented Jul 18, 2019

Sorry for interrupting, but I have one interesting proposal for both Bat's fork AND original FF2 versions: make something like bulit-in plugin additional arguments, like "life", but that will trigger abilites on certain events. Actually, now I was thinking about only three examples, but I think this will cover all other fields of "recoding" abilities from the start.

All of this sets like:

"ability1"
{
"name" "rage_uber"
"arg1" "3.0"
"life" "1"
"onhitboss" "1"
"plugin_name" "default_abilities"
}

This would trigger an uber for boss on 3 seconds, if someone hit him, or like another example:

"ability1"
{
"name" "rage_uber"
"life" "1"
"passive" "1
"plugin_name" "default_abilities"
}

would actually make the boss invincible during the entire round (except if rage or other things like AMS or DOT removes the uber through the removecond or something).

I've actually wanted to post the entire "list" of that settings (because it only consists of 3-4 settings, but with different values), but I'm writing from the phone.

Anyway, if I need to move that to the separate issues, just tell me.

List of possible boss settings:

"passive": 0 - sets to nothing (doesn't do anything for the entire round, default)
1 - sets passive ability only on boss
2 - sets passive ability only on mercs
3 - sets passive ability only on minions (possibly to make them more hale-like, with spawning zombies or else)
4, 5, 6 - probably combinations of all above
7 - give that passive for both teams

"onbosshit": 0 - sets trigger to nothing (doesn't trigger when boss gets damage)
1 - sets trigger to backstab/market garden/caber (on Bat) (triggers this when boss gets backstabbed, on boss)
2 - sets trigger when boss got hit by hitscan-based weapons
3 - sets trigger when boss got hit by explosive-weapons/splash (rockets/grenades/stickies/jarate)
4 - sets trigger when boss got hit by fire
5 - sets trigger when boss got hit by melee
6 - sets trigger when boss got hit by other sources (arrows and fireballs, spells)
7 - sets trigger when boss got damage from environment
8 - sets trigger when boss get hit from anything (combination of all above)

"onhit": 0 - sets trigger to nothing (doesn't trigger when boss hit someone)
1 - sets trigger to melee (set the action of the ability when boss hit the merc, on the merc, like conds or other debuffs)
2 - sets trigger to secondary
3 - sets trigger to primary
4, 5, 6 - sets triggers to combination of above
7 - sets trigger to all of the slots listed above

@Batfoxkid
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Batfoxkid commented Jul 18, 2019

@TheGreatWeegee
Can probably just use "arg0" for activation events (life already exists in code)

Also fun fact the Uber uses m_takedamage as-well so removing the condition doesn't remove completely, also explains the knockback resistance that a normal Ubercharge doesn't have.

@TheGreatWeegee
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@Batfoxkid can I then ask for all of the listed above args of "arg0"?

And well, didn't know that, thanks. Well, then something like a tf_cond rage?

@Plum-Sandbag
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Plum-Sandbag commented May 14, 2020

@naydef
https://forums.alliedmods.net/showthread.php?p=2700050
There is a fix for slow motion ability on windows.

@Luckysjam
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Download?

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