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FF2 Freak Fortress 2: Rewrite


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Samuwu
Member
Join Date: Nov 2021
Location: In a house
Old 06-25-2022 , 18:44   Re: Freak Fortress 2: Rewrite
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Quote:
Originally Posted by Batfoxkid View Post
It activates abilities based on their ability slot, eg. "slot" "4" will activate when "low" "high" are set for 4.
So that means that, when the menu ability is used, it will activate "ability4" on the cfg?
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Batfoxkid
Senior Member
Join Date: Nov 2018
Location: ''On the map''
Old 06-26-2022 , 16:23   Re: Freak Fortress 2: Rewrite
Reply With Quote #2

Quote:
Originally Posted by Samuwu View Post
So that means that, when the menu ability is used, it will activate "ability4" on the cfg?
No

Quote:
Originally Posted by The Great Weegee View Post
So you need, if you want to put different abilities into different spells, to play with unused slots basically?
Yes
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The Great Weegee
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Join Date: Dec 2017
Location: vsh_egyptyspot_b4
Old 06-26-2022 , 20:59   Re: Freak Fortress 2: Rewrite
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Quote:
Originally Posted by Batfoxkid View Post
Yes
interesting, thank you very much for your help!
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The Great Weegee
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Join Date: Dec 2017
Location: vsh_egyptyspot_b4
Old 06-25-2022 , 22:36   Re: Freak Fortress 2: Rewrite
Reply With Quote #4

Quote:
Originally Posted by Batfoxkid View Post
It activates abilities based on their ability slot, eg. "slot" "4" will activate when "low" "high" are set for 4.
So you need, if you want to put different abilities into different spells, to play with unused slots basically?
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Casperr
Junior Member
Join Date: Jul 2018
Old 09-29-2023 , 17:04   Re: Freak Fortress 2: Rewrite
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how do i make the meele weapons have crits and the demoman shield breakeable
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Bruno_Ferrari
Member
Join Date: Oct 2016
Old 11-10-2023 , 13:43   Re: Freak Fortress 2: Rewrite
Reply With Quote #6

Hi. How to make this inscription not only in the chat, but also in the center of the screen at the start of the round. And so that this inscription is visible to everyone. Please send the finished version, thank you!

"Boss Spawned As"
{
"#format" "{1:N},{2:s},{3:d}"
"en" "{teamcolor}{1} {default}became {olive}{2} {default}with {olive}{3} {default}HP."
}

Last edited by Bruno_Ferrari; 11-10-2023 at 13:47.
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CarrotOrangelight
Junior Member
Join Date: Mar 2019
Old 07-09-2022 , 06:04   Re: Freak Fortress 2: Rewrite
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I install Freak Fortress 2 Rewrite for the first time, it doesn't work...
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DanishSoup
Member
Join Date: Dec 2020
Location: Rupture Farms
Old 07-09-2022 , 13:08   Re: Freak Fortress 2: Rewrite
Reply With Quote #8

Quote:
Originally Posted by CarrotOrangelight View Post
I install Freak Fortress 2 Rewrite for the first time, it doesn't work...
What appears to be the problem? Is the plugin not loading? Is it just playing arena mode? Have you compiled the FF2:R plugins? Unlike other freak fortress 2 versions, FF2:R does not have precompiled plugins at the moment. Probably because FF2:R is still early in development. you have to manually do it yourself so its not a drag and drop case.
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CarrotOrangelight
Junior Member
Join Date: Mar 2019
Old 07-09-2022 , 20:26   Re: Freak Fortress 2: Rewrite
Reply With Quote #9

Quote:
Originally Posted by DanishSoup View Post
What appears to be the problem? Is the plugin not loading? Is it just playing arena mode? Have you compiled the FF2:R plugins? Unlike other freak fortress 2 versions, FF2:R does not have precompiled plugins at the moment. Probably because FF2:R is still early in development. you have to manually do it yourself so its not a drag and drop case.
Right, but I can't do it manually, Thanks!
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LeAlex14
Member
Join Date: Jun 2020
Location: La France
Old 07-23-2022 , 12:46   Re: Freak Fortress 2: Rewrite
Reply With Quote #10

Hello, I have some questions about getting boss current props, like current rage, hp, or even disable rage hud.
Can you help me with that because I'm trying to write with the new method map thing but I don't understand some points.
Thanks in advance.
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