This site is a testing version, but all data is shared with the live forum.


Raised This Month: $ Target: $400
 0% 

[TF2] Spell casting!


Post New Thread Reply   
 
Thread Tools Display Modes
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 10-30-2013 , 21:15   Re: [TF2] Spell casting!
Reply With Quote #11

This is what i was saying, though you may want to set collision props of the entity so it wont directly hit players on some spells
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
w1200441
Senior Member
Join Date: Dec 2011
Old 10-31-2013 , 03:59   Re: [TF2] Spell casting!
Reply With Quote #12

Quote:
Originally Posted by Mitchell View Post
You probably did something wrong, cause i created it and it worked fine?
Yea, I solved the problem.
But how to make them work as parabolic except fireball and lightningorb?
w1200441 is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 10-31-2013 , 09:47   Re: [TF2] Spell casting!
Reply With Quote #13

You need to use maths to calculate your velocity vector.
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 10-31-2013 , 11:37   Re: [TF2] Spell casting!
Reply With Quote #14

Quote:
Originally Posted by friagram View Post
You need to use maths to calculate your velocity vector.
No, it dosent work. ive tried, and the veolicty appears on the entity, but it dosent shoot it forward. it just drops.
Any suggestions, these projectiles work like the stun_ball and the demoman's pipe bombs.
Mitchell is offline
Bjorngomes
Member
Join Date: Jun 2013
Old 10-31-2013 , 15:32   Re: [TF2] Spell casting!
Reply With Quote #15

Hmmm i have a suggestion: Could you make any spells available and how long it takes??? and i know that you could do with sv_cheats 1 and then tf_test_spellindex (ID) Outside of pl_helltower that works also maybe you could make a command with it that wont enables sv_cheats (Just wondering)
Bjorngomes is offline
MafiaBoss
AlliedModders Donor
Join Date: Aug 2013
Old 10-31-2013 , 17:02   Re: [TF2] Spell casting!
Reply With Quote #16

Plugin works great! Can't wait for the rest of the spells!
MafiaBoss is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 10-31-2013 , 17:54   Re: [TF2] Spell casting!
Reply With Quote #17

Quote:
Originally Posted by Bjorngomes View Post
Hmmm i have a suggestion: Could you make any spells available and how long it takes??? and i know that you could do with sv_cheats 1 and then tf_test_spellindex (ID) Outside of pl_helltower that works also maybe you could make a command with it that wont enables sv_cheats (Just wondering)
Nice idea, ill look into it.
Mitchell is offline
w1200441
Senior Member
Join Date: Dec 2011
Old 11-01-2013 , 02:06   Re: [TF2] Spell casting!
Reply With Quote #18

Quote:
Originally Posted by Mitchell View Post
No, it dosent work. ive tried, and the veolicty appears on the entity, but it dosent shoot it forward. it just drops.
Any suggestions, these projectiles work like the stun_ball and the demoman's pipe bombs.
I found out that if create a tf_projectile_spelltransposeteleport to a location, the teleport spell will drops and the owner player will be teleported to location, just like a new teleport plugin.
w1200441 is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 11-01-2013 , 03:09   Re: [TF2] Spell casting!
Reply With Quote #19

Well, there is a tf_projectile_throwable, perhaps that is of use. Is been in the game for a long time.
Else, you could just parent the entity to another entity and it will move.
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 11-01-2013 , 11:16   Re: [TF2] Spell casting!
Reply With Quote #20

Quote:
Originally Posted by w1200441 View Post
I found out that if create a tf_projectile_spelltransposeteleport to a location, the teleport spell will drops and the owner player will be teleported to location, just like a new teleport plugin.
It ruins the effect of the spell, being able to throw the spell onto a high place and teleport there.

Im working on a version that just uses the book, and tf2items. 'tf_test_spellindex' dosent work its client only. I cnat seem to get projectiles to move, unless some one knows how to make a proper pipebomb.

Last edited by Mitchell; 11-01-2013 at 11:28.
Mitchell is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 13:41.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode