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ZERO
04-23-2012, 05:57 PM
=Jack=
Required Level: 300
Levels per ability: 10
Item Restrictions: boot
Diamonds: 18-33% chance to deal extra damage
Spades: 1.2-2.6 long jump and 20-40% speed increase
Clubs: 18-33% chance to push enemy when hit
Hearts: 33% chance to leech 22-33% of damage dealt
Jack of all trades: Switch between AK/Scout



http://www.ibisgaming.com/wcs_stats/player.php?id=48224



1.0.0

Initial Release


1.0.1

Changed long jump to be correct values


1.0.2

Patched to check if player is frozen before freezing and unfreezing them


1.0.3

Removed frozen check and replaced freeze and unfreeze code with correct implementation to prevent error.

Dj panda
04-23-2012, 06:43 PM
yay :D

maynard
04-23-2012, 06:49 PM
Hooray:icon_mrgreen:

CYBER
04-23-2012, 06:52 PM
Boner

Xerenix
04-23-2012, 07:00 PM
Awesome. One of my favorite races

ZERO
04-23-2012, 07:04 PM
This will be the first race to implement my unified functions from zerostock.inc

In the future all races will use this code in place of current instances of duplicate code across mutiple races. This will make patches and changes across all the races much easier and reduce the amount of code and coding time of new races.

CYBER
04-23-2012, 07:16 PM
This will be the first race to implement my unified functions from zerostock.inc

In the future all races will use this code in place of current instances of duplicate code across mutiple races. This will make patches and changes across all the races much easier and reduce the amount of code and coding time of new races.

gd luck with that :) if u need anything , do tell, im trying to learn about ES programming and war3 vs wcs code, what's ur code using? wcs source?

blackmail242
04-23-2012, 08:02 PM
Heart a-fucking-ttack. This made my night awesome.

ZERO
04-23-2012, 09:12 PM
We only use SM as ES is way to unstable. Note that most of our problems come from the game engine and not the mod and that would not be the case with ES. Also SM is a LOT faster. :wtg:

CYBER
04-23-2012, 09:57 PM
We only use SM as ES is way to unstable. Note that most of our problems come from the game engine and not the mod and that would not be the case with ES. Also SM is a LOT faster. :wtg:I see. I know that most of the code posted on warcraft forums is poorly coded. I would love to see a final version of the races you remade yourself. Just to see what tweaks u made. Perhaps then i could be some assistance in modifying sample races from war3 to sm and test them on my own test server, giving you an internediate step to work with? I am a software engineer irl btw, and proper documentation and team projects are m specialty:p plus im curious as to how races here are written. Please?:)

Dj panda
04-23-2012, 10:20 PM
I SMELL A CONSPIRACY! Cyber is gonna steal all your coding and make a new server called the Sibi Servers!!! Jk :o Would be nice having multiple coders but it would be more work for zero because hed have to make sure you didnt fuck it up :o

acolyte_to_jippity
04-23-2012, 10:27 PM
I see. I know that most of the code posted on warcraft forums is poorly coded. I would love to see a final version of the races you remade yourself. Just to see what tweaks u made. Perhaps then i could be some assistance in modifying sample races from war3 to sm and test them on my own test server, giving you an internediate step to work with? I am a software engineer irl btw, and proper documentation and team projects are m specialty:p plus im curious as to how races here are written. Please?:)

fyi, we don't run wcs. we run war3source, heavilly edited.

ZERO
04-23-2012, 10:31 PM
To speed this up lets see if anyone can offer some code conversion I need the following converted from ES to SM:



es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_math wcs_z1 + 40
es est_effect 10 #a 0 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 9
es_math wcs_z1 + 10
es est_effect 10 #a 0.2 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 9
es_math wcs_z1 + 10
es est_effect 10 #a 0.4 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 9
es_math wcs_z1 + 10
es est_effect 10 #a 0.6 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 9




es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_math wcs_z1 + 40
es est_effect 10 #a .6 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 90
es_math wcs_z1 + 10
es est_effect 10 #a .4 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 90
es_math wcs_z1 + 10
es est_effect 10 #a .2 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 90
es_math wcs_z1 + 10
es est_effect 10 #a 0 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 90



es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
es es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
es_math wcs_z1 + 20
es_math wcs_z2 + 20
es est_Effect 3 #a 0 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) 3 10 10 25 25 25 server_var(wcs_alpha)
es_math wcs_y1 + 40
es est_Effect 3 #a 0 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) 3 10 10 25 25 25 server_var(wcs_alpha)
es_math wcs_y1 - 20
es est_Effect 3 #a 0 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) 3 10 10 25 25 25 server_var(wcs_alpha)

CYBER
04-23-2012, 11:32 PM
To speed this up lets see if anyone can offer some code conversion I need the following converted from ES to SM:



es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_math wcs_z1 + 40
es est_effect 10 #a 0 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 9
es_math wcs_z1 + 10
es est_effect 10 #a 0.2 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 9
es_math wcs_z1 + 10
es est_effect 10 #a 0.4 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 9
es_math wcs_z1 + 10
es est_effect 10 #a 0.6 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 9




es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_math wcs_z1 + 40
es est_effect 10 #a .6 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 90
es_math wcs_z1 + 10
es est_effect 10 #a .4 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 90
es_math wcs_z1 + 10
es est_effect 10 #a .2 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 90
es_math wcs_z1 + 10
es est_effect 10 #a 0 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 90



es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
es es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
es_math wcs_z1 + 20
es_math wcs_z2 + 20
es est_Effect 3 #a 0 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) 3 10 10 25 25 25 server_var(wcs_alpha)
es_math wcs_y1 + 40
es est_Effect 3 #a 0 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) 3 10 10 25 25 25 server_var(wcs_alpha)
es_math wcs_y1 - 20
es est_Effect 3 #a 0 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) 3 10 10 25 25 25 server_var(wcs_alpha)
alrighty, give me a bit so i can familiarize myself with SM instead of ES, and i'll get back to u via pm eventually :)
to sourcePawn i presume?

SHADY V1RU5
04-24-2012, 01:18 AM
are we there yet are we there yet!!!???!?!?!? lol stoked cant wait for a new addition

ZERO
04-24-2012, 09:07 AM
The longest parts of development will likely be the new programing optimizations and the effects. The effects always take the longest to make and test.

On the subject of war3source my version is not really that different I have not made any serious changes to the core of the program. I have though made a lot of little changes to the way particular parts function with options that suit our needs better.

For example I had to add the option last night to properly code the war3 include files to all them to defend against redundant includes from what I see every include file except for the war3 ones had this as the very first thing in their code. I do not know why the war3 developers left it out.

Erdenay
04-24-2012, 11:12 AM
Just by looking at this race, I'm already getting really excited. Scout/AK combo? Awesome!

ZERO
04-24-2012, 02:50 PM
Released to test server with limited abilities.

ZERO
04-25-2012, 01:48 PM
All abilities are finished and in final release form for testing. All that is left is the effects. :wtg:

ZERO
04-25-2012, 03:40 PM
I am going to start working on the effects. I will post what the conversion is so those looking to learn can see what I did. :wtg:

ZERO
04-26-2012, 02:32 AM
I have made a clubs symbol appear when the clubs skill goes off. I wanted to try to have the effects for this race better reflect its personality better. Let me know what you all think.

blackmail242
04-26-2012, 08:59 AM
So far the effects are amazing Zero :D

ZERO
04-26-2012, 11:11 AM
OK does anyone know how to make animated vmt files. I think this is the same as when you make animated sprays. If anyone has a good guide that would help a lot too.

The plan is to make a spades symbol on the ground when the player jumps that is expanding and then disappears.


Object is Placed
Starts as a dot and rapidly expands to full size
When it gets beyond a set size it fades out
When it has completely faded out it is then removed


---------- Post added at 12:11 PM ---------- Previous post was at 11:59 AM ----------

The image used for it will be:
http://i165.photobucket.com/albums/u52/13bangbang13/spadespic.jpg

White will be transparent.

XX0wnsXY
04-26-2012, 11:33 AM
OK does anyone know how to make animated vmt files. I think this is the same as when you make animated sprays. If anyone has a good guide that would help a lot too.

The plan is to make a spades symbol on the ground when the player jumps that is expanding and then disappears.


Object is Placed
Starts as a dot and rapidly expands to full size
When it gets beyond a set size it fades out
When it has completely faded out it is then removed


---------- Post added at 12:11 PM ---------- Previous post was at 11:59 AM ----------

The image used for it will be:
http://i165.photobucket.com/albums/u52/13bangbang13/spadespic.jpg

White will be transparent.

very cool!

ZERO
04-26-2012, 12:03 PM
To give an idea of what it should look like the effect is similar to the effect under the character in the video below from 1:45 to 1:50.

You will see a similar effect start below him and then expand and then disappear.

http://www.youtube.com/watch?v=cpn6_ubNdOU

brett friggin favre
04-26-2012, 12:48 PM
i'm curious about the "extra damage," are we looking at something along the lines of maser (% damage) or messier (static damage)?

ZERO
04-26-2012, 02:25 PM
The amount it sends is 10. Although some of that can be absorbed by armor. The output in the hint says how much it did. It does not do more than 10.

Omega
04-26-2012, 05:32 PM
Ok so you gotta definitly fix this lmao
Didnt even get booted for spamming ultimate commands.
5525

maynard
04-26-2012, 05:34 PM
Ok so you gotta definitly fix this lmao
Didnt even get booted for spamming ultimate commands.
5525


2. Any class that can spawn weapons Is not allowed to use their weapon spawning ultimate/ability for fellow team members.

there's nothing 2 fix, if you're giving every 1 free guns, you will be banned.

Omega
04-26-2012, 05:41 PM
Ok so if the jack of all trades is last person in round he can just do that continuously without being in trouble?
...

maynard
04-26-2012, 05:50 PM
Ok so if the jack of all trades is last person in round he can just do that continuously without being in trouble?
...

is it really necessary 2 ask stupid questions?

pressing the ultimate does not throw the weapon on the ground, you have 2 manually do that...

and obviously no it's not ok, as anything that adds extra stress on the server which ups the chances of it crashing it not needed... no 2 mention if you're the last person alive you should be focused on doing or protecting the objective... not spamming the server with guns...

Omega
04-26-2012, 05:59 PM
is it really necessary 2 ask stupid questions?

pressing the ultimate does not throw the weapon on the ground, you have 2 manually do that...

and obviously no it's not ok, as anything that adds extra stress on the server which ups the chances of it crashing it not needed... no 2 mention if you're the last person alive you should be focused on doing or protecting the objective... not spamming the server with guns...
I just want to be clarified on the rules before hand so when a player does it in the future I can correct them.
Id rather ask stupid questions and be correct in the future then be wrong and in trouble for not enforcing rules.
You and I both know someone will do it, whats wrong with some clarity now?
Why do you have to be a dick to me for trying to do my job?

maynard
04-26-2012, 06:30 PM
it's common sense that it doesn't need 2 be done... I answered your questions regarding the rules.

asking "oh so if I'm the last person alive I can do that though" or whatever is a stupid question as any 1 who plays WCS knows that the server crashes all the damn time, so anything like say spamming admin commands, or spamming chat... or really spamming anything which will increase the odds of crashing the server is obviously not an overly intelligent thing 2 do...


You and I both know someone will do it, whats wrong with some clarity now?

actually you're the only person whose ever asked me that specific question.

Steamer
04-26-2012, 07:21 PM
I just want to be clarified on the rules before hand so when a player does it in the future I can correct them.
Id rather ask stupid questions and be correct in the future then be wrong and in trouble for not enforcing rules.
You and I both know someone will do it, whats wrong with some clarity now?
Why do you have to be a dick to me for trying to do my job?

They will be warned and then fucking banned. It would crash the server, break weapon giving rules, and is spam.
Without any kind of clarification, this is already a ban. Holy fucking shit... the ignorance of some people.

ZERO
04-26-2012, 07:53 PM
If your doing something that is going to crash the server and we all know it will crash the server you will get banned. As the races that have this exploit are very high level I do not see many people getting banned and then buying an alt account + 2 months worth of leveling to then explot and get banned again lol.

blackmail242
04-26-2012, 10:49 PM
If you are still looking to make the VMT file or VTF Let me know :P. I have been doing them as sprays for about a week and they all come out fine. Let me know if you want to experiment with the sizes at all, since as a spray the biggest it will work as is 128 x 128. Also would help if you have a GIF ready because I can splice it and make it into a VMT file no problem.

ZERO
04-27-2012, 01:19 AM
Yea I need that image converted into a gif and made transparent and made into a spray type object. The size should not matter b/c the normal restriction on spray sizes is becuase of the method. This is applied in raw code and therefore should have no size limit. :wtg:

ZERO
04-27-2012, 04:52 PM
Please make the following gif into a spray so I can start testing :wtg:

SCRIBBLE
04-27-2012, 06:41 PM
It tells me invalid file when I try to upload the converted gif for you so here is my mediafire link:
http://www.mediafire.com/?b7ke5lzpipbs6h8

Hope that works for you.

ZERO
04-27-2012, 07:48 PM
B/c vmt is not on the witelist so it would need to be in a rar zip or 7z file. :wtg:

---------- Post added at 08:48 PM ---------- Previous post was at 08:47 PM ----------

I will try to test in the server when I get a chance.

SCRIBBLE
04-27-2012, 08:38 PM
5548

just in the case the mediafire didn't work

:smirk:

blackmail242
04-27-2012, 11:48 PM
Just a note: Anything above the 128 x 128 usually doesn't work as far as sprays go. I'd suggest uploading Scribble as it would be a just in case measure :P

ZERO
04-28-2012, 12:58 AM
I just need the texture file but you make it the same way you do for sprays. :wtg:

blackmail242
04-28-2012, 01:40 AM
5548

just in the case the mediafire didn't work

:smirk: Ok yours comes out like 1000000 times better so just resize it to 128 x 128 :P

SCRIBBLE
04-28-2012, 10:12 AM
Here it is in 128x128, .vtf:

5566

SHADY V1RU5
04-30-2012, 08:35 PM
seriously ..... i cant wait for this race to go live its gonna be sooo much fun ;p

ZERO
05-08-2012, 12:05 PM
OK I need a: .vmt and .vtf of the file

Please do this for the full size one first. There is no size limitation for this sort of thing on the server side. :wtg:

blackmail242
05-08-2012, 02:28 PM
5660 I take responsibility for nothing

ZERO
05-09-2012, 03:34 PM
I need a .vmt file to accompany the .vtf or it can not be used.

---------- Post added at 04:34 PM ---------- Previous post was at 04:31 PM ----------

NVM I found the code I can use for the vmt:


"LightmappedGeneric" { "$basetexture" "decals\DravenTag" "$decal" 1 "$decalscale" 0.25 "$translucent" 1 }

ZERO
05-09-2012, 06:34 PM
For some reason there is a black box around it instead of it being transparent...

ZERO
05-09-2012, 09:16 PM
Can anyone get it working just as a spray for testing. I can not get it to work even as my spray. I want to know that the transparency is correct.

acolyte_to_jippity
05-09-2012, 09:37 PM
try this? i made the .gif into a vtf, and then made a vmt from that vtf



5667

blackmail242
05-10-2012, 12:10 AM
Zero if you notice the size: its 512. A spray is only usable if at 126 and below. I can reformat it to be 126 and I can easily get it to be a vmt file as well (I do have the vmt in my zipfile >.<) at your request.

Kolunas
05-11-2012, 03:17 AM
How long is the cool down on his ultimate?

acolyte_to_jippity
05-11-2012, 06:55 AM
How long is the cool down on his ultimate?

5 seconds i think? when maxed

CYBER
05-11-2012, 07:09 AM
5 seconds i think? when maxed from server tests, it gods from about 7s to 1 s ( like gaglga cooldown)

ZERO
05-11-2012, 08:23 AM
There is no cooldown when maxed.

CYBER
05-11-2012, 09:12 AM
from server tests, it gods from about 7s to 1 s ( like gaglga cooldown)
yes, i know, im quoting myself... but can you guys take a fucking look at the fucking gibberish that my retarded phone made??????

what i meant to say that it starts out with a 7s cooldown, and it then lets you use the ultimate even faster than a maxxed vagabond.
as zero put it , it has zero cooldown, as opposed to vaga who i think has about 0.5s cooldown.

in other words: jack = free TWO guns and free/unlimited AMMO, if played smart.

CHI-TOWN
05-11-2012, 04:52 PM
yes, i know, im quoting myself... but can you guys take a fucking look at the fucking gibberish that my retarded phone made??????

what i meant to say that it starts out with a 7s cooldown, and it then lets you use the ultimate even faster than a maxxed vagabond.
as zero put it , it has zero cooldown, as opposed to vaga who i think has about 0.5s cooldown.

in other words: jack = free TWO guns and free/unlimited AMMO, if played smart.
Hell yea I been waiting for this to come out ever since i herd about it. Zero you rock when you post it

XX0wnsXY
05-12-2012, 01:04 AM
Hell yea I been waiting for this to come out ever since i herd about it. Zero you rock when you post it

Lolwut.

Erdenay
05-31-2012, 06:12 PM
Any news on the progress, Zero?

ZERO
06-01-2012, 01:44 AM
Plan to do some more work on it late next week. Depending on how far I get I may release without all the effects as the race is functionally done :wtg:

HypeRNT
06-03-2012, 12:38 PM
quick question, how does this skill work: Clubs: 18-33% chance to push enemy when hit

you will push enemy up in the air kinda like magician can? or like backwards somehow only when you hit them? or is it like a defense mechanism and you push them away after they hit u?

maynard
06-03-2012, 12:43 PM
up in the air.

HypeRNT
06-03-2012, 01:03 PM
up in the air.

KK, cant wait.

HypeRNT
06-12-2012, 12:10 PM
is there a timeline set for the release of this race?

ZERO
06-16-2012, 11:53 PM
Ok I managed to get the sprite working (not avaliable for public testing yet)

Now I am trying to figure out how to rotate it so that it will face upwords instead of at the player. Once that is done I will then work to improve the animation and file size and scale.

When I finally get this effect working it will really open up some really cool options in the future as I will basically be able to have the game render any 2D sprite in any orientation.

ZERO
06-18-2012, 03:08 PM
I now controll the sprite size and render speed. I am still working on rotation.

ZERO
06-18-2012, 04:53 PM
Spades effect is now ready for public testing. Please let me know what you think :wtg:

ZERO
06-18-2012, 05:20 PM
Need math help:

I have points A B and C I want to find the angle of B. Can not use functions that require right angles.

Suprise Butsexz
06-18-2012, 05:39 PM
http://www.sparknotes.com/testprep/books/sat2/math2c/chapter9section9.rhtml that what you looking for?

ZERO
06-18-2012, 06:46 PM
DOes not help much as I am dealing with vectors in a 3 dimensional space... :banghead:

CYBER
06-18-2012, 06:52 PM
DOes not help much as I am dealing with vectors in a 3 dimensional space... :banghead:Ok. What data do u actually hVe that can be used? There's many ways i can think of to calculat the angle of b based on what kind of data u have available: 3d? Vectors? Sizes? Orientation? Polar coordinates, cartesian coordinates etc:)

ZERO
06-18-2012, 08:03 PM
I realized I can do it with the lasw of cos but I need to find a function for cos^-1 to use it. Although I think that client ang is reletive to world so I will try to transpose the data from there which will use less cpu.

StarsMine
06-18-2012, 08:16 PM
I will say blade is probably the best guy for math help. who the hell majors in math o.O
I really dislike trig -.-

But yea could you tell what exactly your looking for?

ZERO
06-18-2012, 08:31 PM
Found a better way:


decl Float:vecEyeAng[3];
GetClientEyeAngles(client, vecEyeAng);

if(vecEyeAng[1]>180.0)
{
vecEyeAng[1]=vecEyeAng[1]-360;
}

decl Float:vecAng[3];
vecAng[0]=90.0;
vecAng[1]=0.0;
vecAng[2]=-1*vecEyeAng[1];

Now the effect will always point in the direction the player was facing at the time it started.

ZERO
06-18-2012, 09:45 PM
So any suggestions for the Hearts and Pinochle effects?

acolyte_to_jippity
06-18-2012, 09:54 PM
wait...you're using a spade symbol...for the clubs skill?

aco is confused.

ZERO
06-18-2012, 10:43 PM
No it is for the spades skill...

CYBER
06-19-2012, 01:42 AM
So any suggestions for the Hearts and Pinochle effects?
not sure exactly whats ur limit on graphics, but for
- hearts : how about similar affect to the die xonvert leech effect, but instead of a straight line, it would draw a stream of parallel heart slices as a "jet" from target to victim? say 20 tiny hearts dispersed based on the distance between the players?
smthn like this http://image.shutterstock.com/display_pic_with_logo/1446/1446,1231415253,2/stock-vector-two-flying-hearts-with-wings-22947898.jpg
axial view would show only 1 heart like that \/, but side view would show slices of lines like that | | | | | | | | | | | | | | | | | | | |
but interpolated to many minuscule red-pink hearts that show up only for a sec when the effect activates?
- pinockle: how about when a target gets hit by that effect, its flashes "bright green" for a 0.1? somewhat similar to how the shadow hunter invulnerability works but with a very flash green? would be interesting for vagabonds and whatnot to see what happens on them.

or for pinockle u can u use this pre-made effect at 0:40s in this youtube http://www.youtube.com/watch?v=fRfQtgmo2oc
^ kinda limited on what u can use for graphics here, u woudlnt want the effects clusterfuck.

ZERO
06-19-2012, 11:29 AM
Yea those are all actually simple effects they just use a lot of them. Currently a lot of our effects are directly copied from the original races. Except for the really nice ones which I made from scratch.

This is why I actually want to go back and create better effects for some races that have none or lame ones.

If I can see it I can create it. Also now with the tech developed from jack I can create dramatically more complex effects in the future as far as sprites go b/c I now have a lot more control over them.

The one you want is a green effect that is at the head and feet in the video it goes of every hit which would not occur for us. It creates a bunch of expanding beam temp ents at different places expanding at different rates all at the same time. I am not sure if it is random or not but personally I would program it to be random to produce a wider range of effects.

I should mention now that pinochle is a Jack of Dimonds and a Queen of Spades. Double pinochle is the most powerful hand in pinochle.

---------- Post added at 12:29 PM ---------- Previous post was at 12:17 PM ----------

I should state right now that making and testing effects for that guy is MUCH faster b/c they are using ES. In es you trade stability for the ability to really easily make cool effects however you can do them all in sm it is just a lot harder.

ZERO
06-19-2012, 11:54 AM
The heart effect is actually similar to what I was thinking. You guys can send me any image or gif with transparencies and I can get it into the game and do what ever we want with it.

ZERO
06-19-2012, 12:15 PM
Actually what does everyone think about chaining pinochle to diamonds and then I can just use a diamond card symbol for that ability as well.

Would that be cool with everyone?

CYBER
06-19-2012, 01:28 PM
Actually what does everyone think about chaining pinochle to diamonds and then I can just use a diamond card symbol for that ability as well.

Would that be cool with everyone?
im assuming u meant changing the word "pinochle" to "diamond"? i personally dont mind it , basically because i never played jack so im not really attached to names, but yeah, since we have clubs spades hearts, might as well stick to the flow and name it diamonds, and animate shit.

how about this for the diamond affect?
considering that the skill does extra damage, can u make little golden diamonds shapes fly around a guy's head/body in a circle?
smthn like the "stars" circling cartoon characters when they get a massive blow to the head?
something like this but with diamonds ?
http://i.imgur.com/M75q8.jpghttp://images.clipartof.com/small/1048467-Royalty-Free-RF-Clip-Art-Illustration-Of-A-Cartoon-Boxer-Gazing-At-The-Stars-Around-His-Head.jpg

ZERO
06-19-2012, 02:51 PM
Interesting, I was thinking of a beam of Diamond card symbols going to where the player was hit and releasing an energy wave on the ground.

The one thing that is hard to do is parent a sprite to a player in a way that does not require hacking the game engine (READ UNSTABLE)

acolyte_to_jippity
06-19-2012, 05:15 PM
Actually what does everyone think about chaining pinochle to diamonds and then I can just use a diamond card symbol for that ability as well.

Would that be cool with everyone?

i've been wanting to suggest that from the beginning.

how about for the diamonds skill, a glowing red octahedron appears in 3-d around the enemy you hit?

ZERO
06-19-2012, 05:48 PM
Diamonds ability is done.

CYBER
06-19-2012, 05:50 PM
Diamonds ability is done.
is it on the test server yet? and are bots enabled or disabled?
instant post . lol im such a forum whore. not close to aco, but working on it.

ZERO
06-19-2012, 05:53 PM
I think you will find it intresting. If a player is not moving what you will see is dminds fall in a line from above the player and the last one sets off an energy splash effect.

If the plaeyr is moving th dimnds follow them but produce a spread effect as a result that looks pretty cool. This blends with the clubs effect very well.

Overall I am trying to make the effects look more fun than serious as to make it more like a jack from a card game. Now I need to find a good hearts image.

---------- Post added at 06:53 PM ---------- Previous post was at 06:52 PM ----------

bots with knives are in there so I could test it.

acolyte_to_jippity
06-19-2012, 06:09 PM
http://fc03.deviantart.net/fs14/f/2007/070/d/d/Heartless_Logo_by_Reethax.png

http://images1.wikia.nocookie.net/__cb20090820081857/kingdomhearts/images/thumb/2/20/Heartless_hires.png/180px-Heartless_hires.png


(http://fc03.deviantart.net/fs14/f/2007/070/d/d/Heartless_Logo_by_Reethax.png)

CYBER
06-19-2012, 06:16 PM
so im not sure what u meant by "diamonds skill working"
but the graphics are broken, all we see is small purple-black checker boxes around ppl when the skill procs.
is that a temporary thing bcos u didnt do the graphics yet? or is it broken?

acolyte_to_jippity
06-19-2012, 06:24 PM
so im not sure what u meant by "diamonds skill working"
but the graphics are broken, all we see is small purple-black checker boxes around ppl when the skill procs.
is that a temporary thing bcos u didnt do the graphics yet? or is it broken?

this.


also, the speed for the long-jump is WAY too high. it wasn't that fast on the old server.

ZERO
06-19-2012, 06:33 PM
Oh I only had it ready for the local test. Let me put the files on the fast dl

---------- Post added at 07:33 PM ---------- Previous post was at 07:25 PM ----------

OK they should work now :wtg:

As the the hearts remember that I want images that look like from a deck of cards.

What I could do is use solid hearts in a sort of chain that forms a line between the two players.

CYBER
06-19-2012, 09:58 PM
zero,
how about these? the last one has an interesting style, considering the effect is to "recover" hp


http://appsychtextbk.wikispaces.com/file/view/Heart-beat.gif/123210527/Heart-beat.gif

http://www.commentsyard.com/graphics/heart-break/heart-break55.gif

http://brandberry.files.wordpress.com/2007/08/heart.gif?w=460

ZERO
06-20-2012, 12:12 PM
http://appsychtextbk.wikispaces.com/file/view/Heart-beat.gif/123210527/Heart-beat.gif

I think this one is pretty cool. I would have it render as a normal sprite so it always faces any player looking at it. I think the way to do it would be to have it render one every X distance between the players. I can have a program that breakes it down and renders different amounts based on the length of the line between the players.

I believe there is a race that we have that does something simular as far as having an effect every so often along a distance. If anyone remembers what race and effect it can really speed things up.

---------- Post added at 01:12 PM ---------- Previous post was at 01:08 PM ----------

I was also thinking though something like this around the player hit but what do you all think?

http://i148.photobucket.com/albums/s40/hambie84/Animated GIFs/floatinghearts.gif

I would need a much larger one where the hearts are smaller to really get the effect though. Actually it appears I could line up mutiple ones and that would do the trick...

maynard
06-20-2012, 12:18 PM
which ever requires less work.

CYBER
06-20-2012, 02:31 PM
which ever requires less work.
this.

and also, both effects have advantage and disadvantage.
The first one, [Option 1]a stream of hearts, will show the target where u're shooting from, but it also lets the attacker confirm that his hit was a success and trace their enemy movement better like nebula and die xonvert (it helps alot on these races, specially die xonvert targetting an invis/fast race etc).
[/Option 1]


[Option 2]finally: if the hearts swiveling around is around the VICTIM, then sure, it would be a good effect indeed bcos u can see it while shooting at them and it looks fun[/Option 2]
----------
whichever one of options 1 or 2 u pick, they'd be nice,
i personally would still go with option 1, the stream of hearts, mainly because the "diamond" effect already has animation around the player, i would prefer to seperate the skills animations so that in the heat of the battle i can tell instantly what worked. That and i personally really love the "streaming tracers that follow target for about 2 seconds when shot. it helps predict future movement.
it also provides jack with an interesting approach, assuming a jack sniped someone with scout, got spotted with his effect, and he bhops with ak to finish the job, shit like that.
between that, the diamonds effect and the clubs, it should make a player pretty funny if they all procced at once:P

tl/dr:
my vote is OPTION 1! option 2 explained aboves is barely acceptable.

ZERO
06-20-2012, 03:29 PM
YEs I agree as the other 2 skills that hit a targeted plaey already have effects around them.

Now does anyone know which race has a simular effect where objects are palced every so often between them and the other player?

This would dramatically speed things up.

brett friggin favre
06-20-2012, 04:50 PM
YEs I agree as the other 2 skills that hit a targeted plaey already have effects around them.

Now does anyone know which race has a simular effect where objects are palced every so often between them and the other player?

This would dramatically speed things up.

i wanna say crypt lord with beetles but i also wanna say that was the 1.6 version...

other than that, can't think of any

CYBER
06-20-2012, 05:18 PM
doesn't nebula have the "wiggly effect" line?
since the number or "angles" in the line depends on how far u're away from the player, doesn't that work that way? or does it draw the constant pattern no matter the distance?

i'll look up other servers and forums to see if i can find that shit.
but dont u already have a function that gets the distance between the players at time t(s) ?
if so, you can just specify a constant distance between the hearts , and draw them from the player to the victim until the distance is covered?

zero, if you can pull the following off, i'll salute you:
instead of making the effect draw instantly the line of hearts, any chance you can make it as a propagating propulsion effect from target to player? make the heart stream like a "pulse" (pun intended)

i.e instead of the hearts appearing like this, where each line is a transition frame, a "$" sign means a heart for explanation purposes, and a dot means "empty" space because the forums didnt let me leave more than 1 empty spaces

player1 $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ player2

they would appear like that:
player1 .................................................. ............player2
player1 $ .................................................. .........player2
player1 $ $ $ $ $ .................................................p layer2
player1 $ $ $ $ $ $ $ $ $ .......................................player2
player1 ...........$ $ $ $ $ $ $ $ $ $..........................player2
player1 .......................$ $ $ $ $ $ $ $ $ $ .............player2
player1 ....................................$ $ $ $ $ $ $ $ $ $ player2
player1 .................................................$ $ $ $ $ player2
player1 .................................................. .........$ player2
player1 .................................................. ...........player2

.... (REPEAT frames for duration needed)
player1 .................................................. ............player2
player1 $ .................................................. .........player2
player1 $ $ $ $ $ .................................................p layer2
player1 $ $ $ $ $ $ $ $ $ .......................................player2
player1 ...........$ $ $ $ $ $ $ $ $ $..........................player2

EDIT: i just saw this gif, smthn like this but with a set of fixed heart "chain" pulsating fast for 2 seconds per proc or wtvr the times u hav

http://today.slac.stanford.edu/images/2008/hhg-movie.gif

this would add more animation to it, since thats all u;re looking for, for jack. and it might open up ways to fix some effects we currently have.

ZERO
06-20-2012, 05:29 PM
I was already planning on making it like the dimonds in that it would make them as needed with a delay between each one but it would be really short as .1seconds for each new heart. There would be one every 10ft. So if the target is 100ft away the effect would last 1 second total and if 1000ft away it would last 10 seconds. I may change the numbers to 20ft ect depending on the conditions in testing. I amy also implement some sort of protection to ensure it does not last longer than 1 second regardless of distance by making groups of hearts appear at the same time.

---------- Post added at 06:29 PM ---------- Previous post was at 06:26 PM ----------

Something that is cool I just though of is I could make them not in a perfect line if I have each heart then look for the player again and if they are moving this will cause the line to move as needed in real time to trace the target. Would produce a cool effect when used against fast moving targets.

CYBER
06-20-2012, 05:51 PM
Something that is cool I just though of is I could make them not in a perfect line if I have each heart then look for the player again and if they are moving this will cause the line to move as needed in real time to trace the target. Would produce a cool effect when used against fast moving targets.

fuck yes ^
DO IT oh mighty one! lol...

btw, instead of making the chain of hearts be based on a constant 10 ft,
why not make it so that it's always 1 second, and basically interpolate and draw as many hearts as you can within that 1 second?

if you;re worried about short range vs long range, you could create conditional sets, [1-9] feet, [10-100] ft, [100+] ft and have a max number of hearts for each category?
but hey, there's a fuckton of ways to program anything :) u probably have other restrictions or ideas in mind that would suit the programming and the race better than ur average programmer here.

as for ur idea, i love it, the heart tracing effect is smthn i rly wish that races has, considering all other animation lack a "following" effect. and jack race seems like a race that would definitely want to know where ppl are going to fast-switch scout/ak based on that. specially with a vagabond around. (yeay , more challenge for vaga! bring it bitches!)

ZERO
06-21-2012, 03:41 PM
If you guys want the Heart to be animated then I need individual frames.

http://appsychtextbk.wikispaces.com/file/view/Heart-beat.gif/123210527/Heart-beat.gif

CYBER
06-21-2012, 03:55 PM
If you guys want the Heart to be animated then I need individual frames. http://appsychtextbk.wikispaces.com/file/view/Heart-beat.gif/123210527/Heart-beat.gifI'll see what i can do, but u might have better luck with Blackmail on this one

ZERO
06-21-2012, 07:45 PM
I can have it finished within 48 hours of having the indivudual animation frames, assuming I got no work ect emergencies. :wtg:

CYBER
06-22-2012, 08:40 AM
I can have it finished within 48 hours of having the indivudual animation frames, assuming I got no work ect emergencies. :wtg:
crap in a bucket, I was going to work on a way to get the individual frames, but my internet went down yesterday until today (i hope) because of the heat storm in Ottawa.
i'll get blackmail;s attention to this shit too, and try to get back to u by tonight if i pulled the files or not.

gd work so far :)

ZERO
06-22-2012, 09:15 AM
What I may do is work with a static image for now so that when the animated one is ready to make I can easily drop it in and we are good to go. The hard part will actually be the cool programing for the way the effect will trace toward the player. :wtg:

CYBER
06-22-2012, 10:15 AM
seems legit.

well hop to it! lol work on that computing shit, im at work now, maybe i'll strip apart the gif after work, unless blackmail answers his fucking inbox any time soon -.-

CYBER
06-22-2012, 10:38 AM
double post , i know:
but here u go zero,
these are the frames of the beating heart,
they are currently in bmp format because thats how I randomly split them.

you can always convert a bmp file to png or jpeg easily just by opening it in a picture viewer and "save as".

ZERO
06-22-2012, 10:53 AM
Mind sharing the program you used. Also I just need them in a format I can open in gimp so I can save as TGA files to then merge for the vtf. :wtg:

CYBER
06-22-2012, 11:31 AM
Mind sharing the program you used. Also I just need them in a format I can open in gimp so I can save as TGA files to then merge for the vtf. :wtg:
awesome. in that case im pretty sure bmp files work just fine.
i'll trade u secrets , here's the frames creator :http://www.xoyosoft.com/gs/

but i wish you could post a quick explanation as to what u use to make the sprays and sprites? i know how to do gif -> frames -> gimp...
but i would love to know if the tga are individual files or 1 file merged? and how to convert the tga to a vtf..
this way i can help out in future graphical shit to take a load off ur computing back lol

ZERO
06-22-2012, 11:42 AM
Well i gimp I can just save it as a vtf but I use VTEX Animation Converter to convert from tga to animated vtf.

CYBER
06-22-2012, 12:18 PM
Well i gimp I can just save it as a vtf but I use VTEX Animation Converter to convert from tga to animated vtf.Sweet thanks:) now the rest is up to u, write me here when u wan someone who can beta test it if its after 4pm eastern central

ZERO
06-22-2012, 02:03 PM
I already have the image working in game now I got to get the size and location down and then I can work on the code for making a line of them

ZERO
06-22-2012, 03:39 PM
The target following for this will be abandoned as it would take too long to program. Perhaps something like this in the future.

It is also not an issue of programming but also the complexity. The ability to cause lag and crashing is too great for something that is not a required part of the race.

ZERO
06-22-2012, 04:16 PM
Effect done and ready for testing!

---------- Post added at 05:16 PM ---------- Previous post was at 05:13 PM ----------

OK all that is left is some little effect for when the ult goes off and some sort of spawn effect. Any ideas for the spawn effect?

acolyte_to_jippity
06-22-2012, 04:42 PM
did you change the jump distance? if not, it's much higher than on the old server.

ZERO
06-22-2012, 07:08 PM
No, all of the numbers are exactly the same taken directly from the code of the original race. :wtg:
(just as with the settings for all the races)

acolyte_to_jippity
06-22-2012, 08:01 PM
No, all of the numbers are exactly the same taken directly from the code of the original race. :wtg:
(just as with the settings for all the races)

be that as it may...it jumps farther. i played the SHIT out of jack back on the old server. you couldn't jump across the courtyard in piranessi in 2 jumps.

CYBER
06-22-2012, 08:08 PM
ok zero. after testing the races with you , i compiled a list of the stuff we discussed to be fixed.

1- the hearts need to be a smaller (half the current size at most) so that it doesnt blind view when shooting.

2- u mentionned that u wanted to restrict boots of speed.

3- there is a SERIOUS bug in jack, that i found, and you asked me to document that shit so here you.
I went ahead and made a demo of me testing every possible use case scenario involving the issue.
You're right about the deagle, but not fully.

if you watch the demo u will notice that , the deagle alone isnt the problem, its if you buy a deagle to REPLACE a glock.
this can happen 2 ways:
1- u spawned with a glock and u bought deagle.
2- u still have ur glock from last round when u DIDNT DIE.
then if u buy a deagle AND a primary weapon , then use ur ultimate, u will have no more weapons AND u cant even use the bomb ...

i tested it when i bought a deagle the round before,
and then the next round, when i survived, i bought a p90 , did the trick, didnt crash. the reason is that , when i spawned that time, i didnt have a glock that would be replaced by deagle.

i noticed this mostly when i tried dropping my gun, u will see in the demo, that i tried dropping it when i was glitched, all u see is that SAME glock, that i spawned with, being dropped all over the place, not copies of it, the same. it actually teleports from the ground to my hand then drops.
which means that, when the glitch happened, i didnt have the deagle on me anymore, but i was actually dropping the glock that i replaced earlier.

to summarize:
round start + glock (spawned or from previous round) + deagle(bought, didnt test if picked up bcos i was alone in server, no one could buy it for me...)
+ primary weapon (for me itt was p90) + ultimatex2 = CRASH.

hope this helps you, since i filtered out a alot of combos.
u will also find step by step comments in my demo.
it was a little annoying to test, bcos we dont have money... the test server should always spawn u wit 16k zero >_<

ZERO
06-22-2012, 09:21 PM
I have found that if you select the degal even once then the glitch is avoided.

ZERO
06-22-2012, 10:10 PM
FUCKING SOLVED!

I found a way to create the left hand glitch via code and you can not even git out of it. This revelation uncovered a bunch of issues with the way weapons were being removed. In fact the only way to do it correctly is now using a special stock that I am developing now. With this stock I took better code and methodology to create the optimum and safest way to remove a weapon from a player. With hard coded fall backs.

Here is what was going wrong.

Basically you have a pistol that you have yet to select and this messes up the last weapon selected trigger. This is because the last weapon you selected other than your primary is a gun that you no longer hold. In a worst case that gun does not even exist on the map any more! I have not tested this but I can say with high confidence that if you let the round end and still never selected the pistol and then used ult instead of the weapons disappearing the server would crash. This is because your trying to reference a entity that no longer exists or who's ent index is not another entity that can crash you!

So I tried to set the last selected weapon in the engine to the pistol but it does not work. Then I saw a method where you just switch to the last used but that produces the left hand glitch instead and you can not get out of it. So then I found that if you just find the ent of the pistol that you do have and switch to that directly you then bypass any bad data stored in the game engine! Then if you do not have a pistol I will just have it switch to a knife! :assault:

---------- Post added at 11:10 PM ---------- Previous post was at 11:03 PM ----------

Here is the original stock

/*
* REMOVE PRIMARY WEAPON
*
* @param client Player to remove weapon from.
* @return True on success, false otherwise.
*/
stock bool:RemovePrimaryOLD(any:client)
{
new wep1 = GetPlayerWeaponSlot( client, CS_SLOT_PRIMARY );
if(Weapon_IsValid(wep1))
{
if(Client_DetachWeapon(client, wep1))
{
return true;
}
else
{
return false;
}
}
return false;
}

Here is the detach weapon part: (Savly my ass)

/**
* Savly detaches a clients weapon, to remove it as example.
* The client will select his last weapon when detached.
*
* @param client Client Index.
* @param weapon Entity Index of the weapon, you'd like to detach.
* @return True on success, false otherwise.
*/
stock bool:Client_DetachWeapon(client, weapon)
{
if (!RemovePlayerItem(client, weapon)) {
return false;
}

if (Client_GetActiveWeapon(client) == INVALID_ENT_REFERENCE) {
Client_ChangeToLastWeapon(client);
}

return true;
}

Here is the new stock:

/*
* REMOVE PRIMARY WEAPON
*
* @param client Player to remove weapon from.
* @return True on success, false otherwise.
*/
stock bool:RemovePrimary(any:client)
{
new wep1 = GetPlayerWeaponSlot( client, CS_SLOT_PRIMARY );
if(Weapon_IsValid(wep1))
{
if (Client_GetActiveWeapon(client) == wep1)
{
new wep2 = GetPlayerWeaponSlot( client, CS_SLOT_SECONDARY );
if(Weapon_IsValid(wep2))
{
Client_SetActiveWeapon(client, wep2);
}
else
{
wep2 = GetPlayerWeaponSlot( client, 2 );
if(Weapon_IsValid(wep2))
{
Client_SetActiveWeapon(client, wep2);
}
}
}

if (RemovePlayerItem(client, wep1)) {
if(AcceptEntityInput(wep1, "kill"))
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
return false;
}

See how the hard coding of the new method is safer :smirk:

You can find more of my AWSOME STOCKS THAT DO SHIT RIGHT! tm in ZERO STOCKS in the development section. The next build of stocks will be released along with Jack. (future builds will be packages) :wtg:

CYBER
06-23-2012, 02:39 AM
Hahaha nice zero, glad i coincidentaly found that shit testing jack with u, and didnt chalk it up to the fame engine fuck ip lol...
happy to finally help fixing those recurring lefthand glitches . That might explain why vaga, strider and dragonfly are mostly susceptible of crashing the server!On a side , since u're working on it, can u force the magician spawnig secondary gun to dualoes with that shit? Currently every time i spawn, my last weapon used is the knife, even if i used both shotty and dualies the round before , or if i died..Same for dragonfly and strider, when u fly, ur last used weap becomes the knife, but with this patch u can probably revert back to the secondary weapon BEFORE the flight started?

StarsMine
06-23-2012, 03:42 AM
So left hand glitch should be pretty much fixed with this?
Sounds awsome.

Hurrah to a more stable server :D

maynard
06-23-2012, 03:44 AM
Hurrah to a more stable server :D

+1


but the server was crashing before the left hand glitch came along... but this is obviously a step in the right direction for a far better server.:icon_mrgreen::wtg::beer:

ZERO
06-23-2012, 10:38 AM
I will also be testing this: https://forums.alliedmods.net/showthread.php?t=186830

I will be placing it on wcs first and then zm if it works ok. This should really have a big impact on crashes!

On a side note is wcs ever effected by lag when multiple players are on fire? I know the zm server was and I have fixed that on zm, so if wcs ever had the same issue I can apply the patch there as well.

I have also been informed that the css_weapondrop command has finally been released into sm. This should also make it safe to remove a weapon from a client but I want to stick with my version here for a few months and see how it goes. (will be rolled out to all the races over the next few months of reprogramming)

As far as the deal with secondaries for races that may actually half to do with order of operations with giving you weapons and it may be possible for me to resolve that. Like for example we know the glitch started when a player was being given a secondary behind a primary and this weapon had never been selected. If a player had the secondary first and then a primary the issue was avoided b/c they held the secondary once.

Therefore logically the inverse should be true and if I am giving weapons to a player and always give secondary before primary and ensure user has held secondary before holding primary then the secondary will then logically be the last ent held and avoid any unwanted behavior.

ZERO
06-23-2012, 11:25 AM
Wow did I find some glitches! Dimonds effect was inside of clubs and some of clubs commands were inside of dimonds!

ZERO
06-23-2012, 12:59 PM
For those saying the long jump is not the same here is the original code:


"skill2_setting" "es_set wcs_multiplier 1.2;es_set wcs_speed 1.2|es_set wcs_multiplier 1.6;es_set wcs_speed 1.2|es_set wcs_multiplier 1.7;es_set wcs_speed 1.21|es_set wcs_multiplier 1.8;es_set wcs_speed 1.22|es_set wcs_multiplier 2.1;es_set wcs_speed 1.24|es_set wcs_multiplier 2.2;es_set wcs_speed 1.28|es_set wcs_multiplier 2.3;es_set wcs_speed 1.3|es_set wcs_multiplier 2.4;es_set wcs_speed 1.34|es_set wcs_multiplier 2.5;es_set wcs_speed 1.38|es_set wcs_multiplier 2.6;es_set wcs_speed 1.4"
"skill2_cmd" "es es_keysetvalue WCSuserdata event_var(userid) longjump server_var(wcs_multiplier);wcs_getlanguage wcs_lng wcs_lng_r_longjump;es es_tell event_var(userid) #multi server_var(wcs_lng)"
"skill2_sfx" "es es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es_math wcs_z1 + 40;es est_effect 10 #a 0 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 9;es_math wcs_z1 + 10;es est_effect 10 #a 0.2 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 9;es_math wcs_z1 + 10;es est_effect 10 #a 0.4 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 25 25 25 255 9;es_math wcs_z1 + 10;es est_effect 10 #a 0.6 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 99 50 2 3 11 0 0 255 0 255 9"



Here is the code we use:

//Spades
new skill_level_spades[MAXPLAYERSCUSTOM+1];
new bool:JumpEnabled[MAXPLAYERSCUSTOM+1];
static Float:JumpMultiplier[11] = { 1.0, 1.2, 1.6, 1.7, 1.8, 2.1, 2.2, 2.3, 2.4, 2.5, 2.6};
static Float:SpeedMultiplier[11] = { 1.0, 1.2, 1.2, 1.21, 1.22, 1.24, 1.28, 1.3, 1.34, 1.38, 1.4};
new m_vecVelocity_0, m_vecVelocity_1, m_vecBaseVelocity; //offsets


new Float:jumpmult=JumpMultiplier[spades_level];

new Float:velocity[3]={0.0,0.0,0.0};
velocity[0]= GetEntDataFloat(client,m_vecVelocity_0);
velocity[1]= GetEntDataFloat(client,m_vecVelocity_1);
velocity[0]*=jumpmult/2.0;
velocity[1]*=jumpmult/2.0;

SetEntDataVector(client,m_vecBaseVelocity,velocity ,true);

---------- Post added at 01:43 PM ---------- Previous post was at 01:41 PM ----------

For comparason here is the sccubus code which no one has complained about


new Float:JumpMultiplier[4] = { 0.0, 1.2, 1.3, 1.4 };


//Long Jump
new Float:velocity[3]={0.0,0.0,0.0};
velocity[0]= GetEntDataFloat(client,m_vecVelocity_0);
velocity[1]= GetEntDataFloat(client,m_vecVelocity_1);
velocity[0]*=JumpMultiplier[skill_SKILL_ASSAULT]/2.0;
velocity[1]*=JumpMultiplier[skill_SKILL_ASSAULT]/2.0;

SetEntDataVector(client,m_vecBaseVelocity,velocity ,true);

---------- Post added at 01:46 PM ---------- Previous post was at 01:46 PM ----------

Here is a python version so perhaps I will look into something here:
Uses numbers 2.5, 5, 7.5

vec1 = es.getplayerprop(userid,'CBasePlayer.localdata.m_v ecVelocity[0]')
vec2 = es.getplayerprop(userid,'CBasePlayer.localdata.m_v ecVelocity[1]')
vec1 = (LongJump * vec1) * (1 / 4.1)
vec2 = (LongJump * vec2) * (1 / 4.1)
vector = es.createvectorstring(vec1,vec2,0)
es.setplayerprop(userid,'CBasePlayer.localdata.m_v ecBaseVelocity',vector)



Note that the python version us using the numbers 1, 2, 3 for the LongJump veriable * 2.5 so that is actually now. So when you divide by 4.1 you get:
.6, 1.21, 1.8

Vs when my values are divided by 2 you get:
.6, .65, .7

---------- Post added at 01:59 PM ---------- Previous post was at 01:46 PM ----------

Here is code from the pythod version of jack:



[[skill2]]
setting = "es_xset wcs_multiplier 1.5|es_xset wcs_multiplier 1.4|es_xset wcs_multiplier 1.5|es_xset wcs_multiplier 2.6"
cmd = "es_xdoblock HOLLIDAY_WCS/=Jack=/Longjump"
sfx = ""


block Longjump
{
es wcsgroup set longjump event_var(userid) server_var(wcs_multiplier)

ZERO
06-25-2012, 02:08 PM
This race is now in release status. This is the last chance to report any glitches or changes before the race goes live. :wtg:

The only recent changes have been to add the chat messages. We are also now supporting messages with multiple color options I hope you like the style.

CYBER
06-25-2012, 03:45 PM
This race is now in release status. This is the last chance to report any glitches or changes before the race goes live. :wtg:The only recent changes have been to add the chat messages. We are also now supporting messages with multiple color options I hope you like the style.Zero, any chance we can have all races be consisten with colors? For example green for ultimate successfull, red for ultimate failed (immunity) and blue for any kind of respawn? And say yellow or smthn when being summoned by eye ra or damaged by wards or an enemy skill effect?This would make it easier for a player to quickly assess his chat section without spending more than a fraction of a second to see whats happening , specially for summons.Also, you have yet to add the resurrecting warning sound as well as 'failed ultimate' sound in the sever as u promised a few months ago:) just a reminder:)

ZERO
06-25-2012, 05:30 PM
The ult bloack sound is in this race. This is the test race for it. :wtg:

ZERO
06-26-2012, 01:37 AM
1.0.0

Initial Release

Masskid
06-26-2012, 09:40 AM
Oh. Hell. Yes... Zero have i ever told you i loved you? well i do :D

CYBER
06-26-2012, 10:12 AM
Oh. Hell. Yes... Zero have i ever told you i loved you? well i do :D
gr8... now THIS ^ fucker is gonna go level the living fuck out of that race while im stuck at work...
couldnt u have fucking released the race AFTER 4 pm zero? lol...
NOW u decide to be uber productive damnit?! hehehe i <3 u man jk, gd work

ZERO
06-26-2012, 10:49 AM
I just want to post a reminder that hearts is currently setup in such a way to mess with people who are croutching while using it. This may change in the future depending on how we see it balance out. This is currently intended to create a situation where the player is forced to be moving this is not meant to be a caming race.

brett friggin favre
06-26-2012, 12:19 PM
I just want to post a reminder that hearts is currently setup in such a way to mess with people who are croutching while using it. This may change in the future depending on how we see it balance out. This is currently intended to create a situation where the player is forced to be moving this is not meant to be a caming race.

Clever, I fucking dig it!

CYBER
06-26-2012, 01:07 PM
I just want to post a reminder that hearts is currently setup in such a way to mess with people who are croutching while using it. This may change in the future depending on how we see it balance out. This is currently intended to create a situation where the player is forced to be moving this is not meant to be a caming race.

ak ... and moving... seems legit lol -.-
i already have a fucking hard time getting ONE randomg fucking ak bullet to hit anyone... while crouching -.- lol
oh well, jack , apparently i have to

http://cdn.memegenerator.net/instances/400x/22546589.jpg

ZERO
06-26-2012, 01:43 PM
I should note that the position of the hears is a little lower than originally and the size reduced. This still messes with crouched aim a bit but is not as bad as the original test version. :wtg:

Masskid
06-26-2012, 03:31 PM
If Clubs knocks up a molecule in a bubble, the molecule can move and is still invincible

maynard
06-26-2012, 03:59 PM
that's great... given I ALWAYS crouch when I shoot.

ZERO
06-26-2012, 04:19 PM
In current tests you are able to still target while crouching against targets on level ground. Really they only block if the target is above you.

brett friggin favre
06-26-2012, 07:28 PM
love the race...maybe a bit too much. at low levels it can still dominate the server. i know i'll catch flak for this, people saying "ooh but brett that's not how it originally was" but for balance purposes, i'd like to suggest the weapon be a galil or famas instead of the ak. famas would be great, the relatively low clip size would make you switch to scout mid-fight sometimes, could be interesting.

acolyte_to_jippity
06-26-2012, 07:41 PM
THE LONG-JUMP IS TOO HIGH!!!

i seriously don't care what your code says zero. it is not the same. it covers WAY too much distance, and you travel WAY too fast.

Masskid
06-26-2012, 08:08 PM
THE LONG-JUMP IS TOO HIGH!!!

i seriously don't care what your code says zero. it is not the same. it covers WAY too much distance, and you travel WAY too fast.

Agreed... can we drop the max long jump?? it covers way to much ground T.T

Blackmage
06-26-2012, 10:14 PM
Maybe they changed the jumping formula or something, because I agree, it does feel further than I recall. Chaining the jumps feels and looks right, however.


but for balance purposes, i'd like to suggest the weapon be a galil or famas instead of the ak.

Before we do that, first, I'd say give it a week or two. People are still getting used to dealing with the race. Given half the server plays the new race after release, we haven't seen if it's balanced or unbalanced. We've seen Jack games. Also, is it "race can dominate" or "good players can dominate"?

Changing the weapon wouldn't force people to switch to scout, it'd force them to put more points into the ulti for a quicker switch back.

Masskid
06-26-2012, 10:20 PM
Maybe they changed the jumping formula or something, because I agree, it does feel further than I recall. Chaining the jumps feels and looks right, however.

i think it might have to do something with the move speed.... when you buy boots with succubus hunter you jump way different and faster in all O.o idk but thats just me....

ZERO
06-26-2012, 11:16 PM
1.0.1


Changed long jump to be correct values

Steamer
06-27-2012, 07:30 PM
The hearts skill when activated on a vaga in ultimate will drop the freeze on the ultimate and allow the vaga to run around invisible.

CYBER
06-27-2012, 08:35 PM
The hearts skill when activated on a vaga in ultimate will drop the freeze on the ultimate and allow the vaga to run around invisible.
he means clubs....

same for rap and molecule which becomes invincible and walking...
any fix for that?

Steamer
06-27-2012, 08:59 PM
Whatever, the one that pushes you around lol.

ZERO
06-27-2012, 11:59 PM
1.0.2


Patched to check if player is frozen before freezing and unfreezing them

Blackmage
06-28-2012, 01:08 AM
I'll just confirm what you thought. 2 maps later, and already had a wandering mol. Might be rare timing-wise, but people WILL do it :)

ZERO
06-28-2012, 02:00 AM
I think that I may need to add the hexed property so that they can not enter the shield when they are already frozen b/c there is supposed to be protection against that. Actually that should be the ideal protection check is that any ability that freezes anything will fail if the target for freeze is already frozen. This should prevent glitches anywhere.

---------- Post added at 03:00 AM ---------- Previous post was at 02:55 AM ----------

After some more thought I was wondering why this glitch is not occurring with Athena ult for example and now I see what is going on:

Jack code:

War3_SetBuff( client, bNoMoveMode, War3_GetRace(client), true );

Athena code:

War3_SetBuff(target,bNoMoveMode,thisRaceID,true);

This will be fixed by tomorrow night.

CYBER
06-28-2012, 10:32 AM
I think that I may need to add the hexed property so that they can not enter the shield when they are already frozen b/c there is supposed to be protection against that. Actually that should be the ideal protection check is that any ability that freezes anything will fail if the target for freeze is already frozen. This should prevent glitches anywhere.

---------- Post added at 03:00 AM ---------- Previous post was at 02:55 AM ----------

After some more thought I was wondering why this glitch is not occurring with Athena ult for example and now I see what is going on:

Jack code:

War3_SetBuff( client, bNoMoveMode, War3_GetRace(client), true );

Athena code:

War3_SetBuff(target,bNoMoveMode,thisRaceID,true);

This will be fixed by tomorrow night.

im sorry but why would athena ult be suspected of pulling shit like jack? isnt athena supposed to make u freeze in place and not slammed outwards ?
i'd love to understand what u figured out in the code, i just read it 5times, and i seem to lack that " ahhh thats what zero saw" moment.

on a side note, if you really want to compare races, try checking the magician's push ability and compare it to jack?
why is this seen on jack and not on magician, if both effects are fairly similar but more buffed in jack?

ZERO
06-28-2012, 01:06 PM
It is the freezing part that is causing the glitch. You got to think of the individual pices of an ability not the thing at a whole. It only takes 1 line of code or one little part to be wrong to create a glitch. So you got to think what part of the code can cuase that glitch. What other programs use that code. Is there a difference between the code of the ones that do and do not work.

Jack:

War3_SetBuff( client, bNoMoveMode, War3_GetRace(client), true );

Athena:

War3_SetBuff(target,bNoMoveMode,thisRaceID,true);

Do you see the problem now?

Suprise Butsexz
06-28-2012, 01:38 PM
Also sometimes the ultimate is ready at the start of the round and other times it has the timer. This seems to be on a map basis.

This was with only 1 point in it so sometimes there wasn't a cooldown when the rounds starts and sometimes there was the normal cooldown. Seem to determine it when the new map started for me. Didn't try swapping on or off the race yet so don't know if its the start of the map or if it was when it loaded Jack for the first time for you.

Steamer
06-28-2012, 05:23 PM
Also sometimes the ultimate is ready at the start of the round and other times it has the timer. This seems to be on a map basis.

This was with only 1 point in it so sometimes there wasn't a cooldown when the rounds starts and sometimes there was the normal cooldown. Seem to determine it when the new map started for me. Didn't try swapping on or off the race yet so don't know if its the start of the map or if it was when it loaded Jack for the first time for you.

This timer issue also happens with Dragonfly's weapon menu. Just throwing that out there. If you spam the menu at start it pops, if you as normal sometimes it counts the 30 second timer.

Blackmage
06-28-2012, 09:00 PM
Is diamonds supposed to be able to trigger multiple times?

[Killer Info] Pig killed you with diamonds at a distance of 25.0 meters and has 100 health and 100 Armor left
FF4040Diamonds -10 HP
Pig killed Blackmage Ibis.a with diamonds.
Player: Blackmage Ibis.a - Damage Taken
-------------------------
Damage Taken from "Pig" - 156 in 1 hit
FF4040Diamonds -10 HP

ZERO
06-29-2012, 10:43 AM
As you see it did not actually apply any dmg when you were alive as you were already dead when it went to trigger. This is perhaps why I need to add the health based alive detection but that is only in the new wcs version that we will not update too until after we reprogram all the races.

---------- Post added at 11:43 AM ---------- Previous post was at 11:42 AM ----------

1.0.3
Removed frozen check and replaced freeze and unfreeze code with correct implementation to prevent error.

HypeRNT
07-07-2012, 09:43 PM
any plans on reducing jack's hopping ability? Seems that it is jumping very very fast and ive heard that all the other races like succubus hunter and spiderman got their jump abilities nerd, wondering why Jack has this amazing jumping ability.

"the race seems very good even without any jumping, i feel that's like a bonus, wouldn't hurt it if it was nerfd a lil bit"

acolyte_to_jippity
07-07-2012, 10:26 PM
any plans on reducing jack's hopping ability? Seems that it is jumping very very fast and ive heard that all the other races like succubus hunter and spiderman got their jump abilities nerd, wondering why Jack has this amazing jumping ability.

"the race seems very good even without any jumping, i feel that's like a bonus, wouldn't hurt it if it was nerfd a lil bit"

it did get nerfed dude. in fact, it was me and cyber complaining about jack's jumping that made zero re-look at the code, and fix the error that was resulting in overstrength jumping.

CYBER
07-07-2012, 10:45 PM
it did get nerfed dude. in fact, it was me and cyber complaining about jack's jumping that made zero re-look at the code, and fix the error that was resulting in overstrength jumping.
yo, dnt get me involved! i didnt mind the jumping shit at first u asshole.
ur meddling almost got my vagabond nerfed! i dont like you anymore .

acolyte_to_jippity
07-07-2012, 10:52 PM
yo, dnt get me involved! i didnt mind the jumping shit at first u asshole.
ur meddling almost got my vagabond nerfed! i dont like you anymore .

i'm sorry, i am simply acting to get our WCS server to be identical to the old one.

acolyte_to_jippity
07-17-2012, 11:08 PM
odd thing i noticed the other night, it seems that Jack is faster than default. i mean, run speed. it feels almost as fast as undead. i tested it out, and it was definately faster than a human (which has default speed)

ZERO
07-17-2012, 11:42 PM
Spades: 1.2-2.6 long jump and 20-40% speed increase

at was a mistype from the original.

acolyte_to_jippity
07-18-2012, 12:37 AM
Spades: 1.2-2.6 long jump and 20-40% speed increase

at was a mistype from the original.

ohhh, ok. it still seemed faster than before (like, 2 weeks ago, not the old server) though it could just be me going odd.

Masskid
08-12-2012, 11:28 AM
ok not sure why no one has posted it, but oh well...

Jacks ultimate can be used immediately at spawn before the first cooldown (happens at all levels)

Sin
08-12-2012, 01:11 PM
Why is that an issue? Most races can use their ult in spawn before any cooldown kicks in.

maynard
08-12-2012, 01:28 PM
ok not sure why no one has posted it, but oh well...

probably cause it doesn't need 2 be pointed out? and cause nothing is wrong?

Jack has always been able 2 use it's ultimate at the start of the round 2 obtain a weapon... hardly anything new.

Masskid
08-12-2012, 03:13 PM
Why is that an issue? Most races can use their ult in spawn before any cooldown kicks in.
really? @.@ didnt know that

HypeRNT
08-12-2012, 03:55 PM
if he can use his ult right at the start of the round, what is lvling it 10 lvls going to improve? seems kinda overkill to lvl an ult 10 lvls when 1 lvl seems to do the trick?

maynard
08-12-2012, 04:00 PM
if he can use his ult right at the start of the round, what is lvling it 10 lvls going to improve? seems kinda overkill to lvl an ult 10 lvls when 1 lvl seems to do the trick?

more points into your ult makes it so you can cycle back and forth between the AK and the scout quicker...

HypeRNT
08-12-2012, 04:13 PM
more points into your ult makes it so you can cycle back and forth between the AK and the scout quicker...

Ooooooohhhhhhhhhhhhhh, i see

Xerenix
08-15-2012, 06:09 AM
Found a bug. When i join the server on a limited number race and get forced to change race, if i pick Jack then the long jump won't work until next round.

CYBER
08-15-2012, 10:34 AM
Found a bug. When i join the server on a limited number race and get forced to change race, if i pick Jack then the long jump won't work until next round.

this has already been brought up before:)
it was mentionned by me in the Eye Rae thread, as part of a mass wcs bug, not just specific to the race
Zero already knows about it.
its the fact that when ur race gets changed by force, and jump on jack, u dnt get the cooldown (neither eye rae), nor the longjump because these are SPAWN-activated abilities.
When u get changed off a race, technically u are not SPAWNING "as jack", so u dnt get that until the next round start, or till u die.

he's already looked into that , and it's a rather tedious problem with no straightforward solution, and it will take time to think of a proper solution and implement it. (read the eye rae thread for more info.)

but thanks for the reminder per race.:)

What
02-18-2013, 05:09 AM
I'd like to suggest restricting claws of attack from Jack. Since the claws increase your proc chance, and Jack has a multitude of shot based abilities, the claw effectively guarantees that at least one ability goes off if not multiples at a single time. This makes using a Jack with claw substantially more deadly than without and I don't believe claws were intended to be that useful.

brett friggin favre
04-22-2013, 07:58 PM
jack + claw = bs. since there are 3 on-hit abilities and they can proc off each other AND claw, having a claw as jack basically means every hit = diamonds + clubs + hearts. any way to kinda...nerf that?

ZERO
04-22-2013, 08:00 PM
I could filter claws so that it can not trigger hit based abilities from jack. Honestly it should be that way for every race, are there any other attack increaseing items I need to filter along with this?

brett friggin favre
04-22-2013, 08:01 PM
I could filter claws so that it can not trigger hit based abilities from jack. Honestly it should be that way for every race, are there any other attack increaseing items I need to filter along with this?

thaaat would be amazing.

CYBER
04-22-2013, 09:47 PM
I could filter claws so that it can not trigger hit based abilities from jack. Honestly it should be that way for every race, are there any other attack increaseing items I need to filter along with this?

any "on shooting" ability does that...
BASH
Banish
rap blades
panorama flip etc...


and brett.... u're just being a little bitch bcos i ONCE raped ur face with it... while on loosing team -.-

i2o4
04-22-2013, 11:16 PM
I could filter claws so that it can not trigger hit based abilities from jack. Honestly it should be that way for every race, are there any other attack increaseing items I need to filter along with this?

In a way, it could make jacks with 3 items more difficult to kill as they'll likely have lace/health/helm (more defense, less offense). But having just learned that clubs, hearts, and diamonds can proc off each other, it makes sense to restrict claws on jack.

I don't think it's necessary to restrict claws from every race with hit-based abilities--in fact, I like the strategy aspect that it introduces. Rapscallion (with an average KDR of 0.52) already has such a low proc rate on blades that buying claws is a virtual necessity. A flame pred with claws often beats a flame pred with health because he has double the chance to set the other on fire (a death sentence for a knife race).

While we're on the topic of item restrictions, may I suggest restricting the helm of excellence from molecule? The high chance to evade and impenetrable shield already make molecules extremely difficult to kill with a race other than shadow hunter, especially if they have health + helm. I don't know the chance for evasion, but for ease of calculation, if it's 33.3%, that makes 150 HP comparable to having 225 HP. You'd have to do an avg of 225 DMG, of which 33.3% or 75 DMG, would be evaded, to actually deal 150 DMG. So with 225 HP, a helm, and shield (impenetrable by all but one race) that lasts several seconds and can be used all too frequently, it's no wonder that molecule has by far the highest average KDR of any race on the server at 1.62 KD (followed by crypt lord at 1.45, spider man at 1.35, and shadow hunter at 1.29. Considering all this, I feel as if a well-placed shot to the head when a molecule is not bubbled up should be lethal, as long as it's not evaded.

ZERO
04-23-2013, 01:03 AM
Actually that is true. Perhaps the better option is to restrict claws on jack.

What
04-23-2013, 01:26 AM
Thats what I was saying, took awhile for yall to notice though.

Passarelli
08-26-2014, 10:16 PM
Please restrict this race to require a minimum of 6 people (non bots) on the server when maxed (level 50). This is another race that kills servers.

Bash races (when maxed) should bet set to something like one for every 3 people per team. So 6 people playing allows 1 per team, 12 people playing allows 2 per team, and 18 people playing allows 3 per team. The races in this category are Human, Spider Man, Die Xonvert and Jack (not technically bash but close enough for government work).