Author Topic: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte  (Read 5192 times)

Vulpone

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[Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« on: November 19, 2011, 07:03:13 AM »
'ello,

figured I might as well release some stuff. Who knows, perhaps someone can use it. This is based on a DotA Hero: Traxex. I know nothing about DotA and its heroes, but I really like some of their ideas.
Enjoy.

Traxex - The Drow Ranger


Frost Arrows
Induces a freezing effect to the hero's attacks. Each attack slows the enemy's movement and attack rates. (30% chance)

Marksmanship
The Ranger's accuracy has increased, giving her more agility.Gain up to 34% speed and 30% lower gravity!

Trueshot Aura
An aura that gives friendly nearby units bonus damage to their ranged attacks with a 30% chance.

Silence(Ultimate)
Confuse enemies in a target area of 100-500 AoE, preveting them from casting spells.


Descriptions were slightly changed to include further information about the chances, the bonus and so forth.
The Ultimate buffs everyone within a certain radius with Silence. I really love that ultimate.


Rotund`jere- Necrolyte


Death Pulse(ability)
The Necrolyte releases a wave of death from the core of his being, dealing damage to enemies and healing allies.(+ability).Heals 10-40 HP/Deal 10-30 damage. Uses 100 mana.

Heartstopper Aura
The deathly air stills the hearts of his opponents, causing them to lose a some of their max health over time.Deals 5 damage in a 100-250 radius.

Sadist
Reveling in death and pain, the Necrolyte gains mana back for killing units.\nGain 200-700 extra mana per kill!

Reaper's Scythe(Ultimate)
Brings a target to full realization of its own mortality, dealing damage based on how much life the target is missing. Stuns for 0.8 seconds. Uses 80-50% Mana!



If you find any errors or unwanted features, or have any suggestions: let me know!

Notes:
To-Do: Add optional Mana Engine for Necrolyte.
The calculations I use for the Ultimate of the Necrolyte are kind of fail. One of my first races and I didn't know any better. If you find something better and more accurate, don't hesitate to tell me.
Also, I'm really unhappy with the GlowSprites I used for Necrolyte's wave. If you find ones that suit the green-ish a little nicer, please tell me. :o


*Files appended.


Edit:
Guess who uploaded an old file that did not compile properly. /innocent glare.


Edit @ Sat, 11/26/2011 (26.11.2011)
There will no longer be any particles projected when game != CS. This should fix an error where the race would not run properly when used in different games.


Edit @ Sat, 11/26/2011 (26.11.2011)
Fixed a small typo where a wav-file was required but an mp3 was found instead. This decremented quality. Sorry. Fixed in latest release.


« Last Edit: November 26, 2011, 10:53:54 AM by Vulpone »
Sapere aude!

Revan

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #1 on: November 19, 2011, 07:12:55 AM »
Those are realy nice races  :)
gj
« Last Edit: November 19, 2011, 07:19:36 AM by Revan »
#war3source on gamesurge

Glider⠠⠵

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #2 on: November 19, 2011, 08:48:00 AM »
From a quick glance at the code I could find some newbie mistakes but that's okay, everyone makes them. Reaper's Scythe is hilarious for the fact that it's so purely random  ;D

Vulpone

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #3 on: November 20, 2011, 07:32:45 AM »
Guess who forgot to upload the sound-pack of the Necrolyte. The race is a lot better with proper sounds.

Cheers
Sapere aude!

Arturius

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #4 on: November 25, 2011, 08:36:28 AM »
War3Source_Necrolyt.sp
Code: [Select]
ERROR: Tried to SetParentAttachmentMaintainOffset for entity info_particle_system (info_particle_system), but it has no attachment named forward.
Quote
stock CreateParticleSystem(iClient, String:strParticle[], bool:bAttach = false, String:strAttachmentPoint[]="", Float:fOffset[3]={0.0, 0.0, 0.0})
{
   new iParticle = CreateEntityByName("info_particle_system");
   if (IsValidEdict(iParticle))
   {
      decl Float:fPosition[3];
      decl Float:fAngles[3];
      decl Float:fForward[3];
      decl Float:fRight[3];
      decl Float:fUp[3];
      
      // Retrieve entity's position and angles
      GetClientAbsOrigin(iClient, fPosition);
      GetClientAbsAngles(iClient, fAngles);
      
      // Determine vectors and apply offset
      GetAngleVectors(fAngles, fForward, fRight, fUp);    // I assume 'x' is Right, 'y' is Forward and 'z' is Up
      fPosition[0] += fRight[0]*fOffset[0] + fForward[0]*fOffset[1] + fUp[0]*fOffset[2];
      fPosition[1] += fRight[1]*fOffset[0] + fForward[1]*fOffset[1] + fUp[1]*fOffset[2];
      fPosition[2] += fRight[2]*fOffset[0] + fForward[2]*fOffset[1] + fUp[2]*fOffset[2];
      
      // Teleport and attach to client
      TeleportEntity(iParticle, fPosition, fAngles, NULL_VECTOR);
      DispatchKeyValue(iParticle, "effect_name", strParticle);

      if (bAttach == true)
      {
         SetVariantString("!activator");
         AcceptEntityInput(iParticle, "SetParent", iClient, iParticle, 0);
         
         if (StrEqual(strAttachmentPoint, "") == false)
         {
            SetVariantString(strAttachmentPoint);
            AcceptEntityInput(iParticle, "SetParentAttachmentMaintainOffset", iParticle, iParticle, 0);
         }
      }

      // Spawn and start
      DispatchSpawn(iParticle);
      ActivateEntity(iParticle);
      AcceptEntityInput(iParticle, "Start");
   }

   return iParticle;
}
« Last Edit: November 25, 2011, 08:42:51 AM by Arturius »

Glider⠠⠵

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #5 on: November 25, 2011, 10:54:23 AM »
if my memory serves me right then the forward attachment doesn't exist in tf2.

Vulpone

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #6 on: November 25, 2011, 02:52:59 PM »
War3Source_Necrolyt.sp
Code: [Select]
ERROR: Tried to SetParentAttachmentMaintainOffset for entity info_particle_system (info_particle_system), but it has no attachment named forward.
Quote
stock CreateParticleSystem(iClient, String:strParticle[], bool:bAttach = false, String:strAttachmentPoint[]="", Float:fOffset[3]={0.0, 0.0, 0.0})
{
   new iParticle = CreateEntityByName("info_particle_system");
   if (IsValidEdict(iParticle))
   {
      decl Float:fPosition[3];
      decl Float:fAngles[3];
      decl Float:fForward[3];
      decl Float:fRight[3];
      decl Float:fUp[3];
      
      // Retrieve entity's position and angles
      GetClientAbsOrigin(iClient, fPosition);
      GetClientAbsAngles(iClient, fAngles);
      
      // Determine vectors and apply offset
      GetAngleVectors(fAngles, fForward, fRight, fUp);    // I assume 'x' is Right, 'y' is Forward and 'z' is Up
      fPosition[0] += fRight[0]*fOffset[0] + fForward[0]*fOffset[1] + fUp[0]*fOffset[2];
      fPosition[1] += fRight[1]*fOffset[0] + fForward[1]*fOffset[1] + fUp[1]*fOffset[2];
      fPosition[2] += fRight[2]*fOffset[0] + fForward[2]*fOffset[1] + fUp[2]*fOffset[2];
      
      // Teleport and attach to client
      TeleportEntity(iParticle, fPosition, fAngles, NULL_VECTOR);
      DispatchKeyValue(iParticle, "effect_name", strParticle);

      if (bAttach == true)
      {
         SetVariantString("!activator");
         AcceptEntityInput(iParticle, "SetParent", iClient, iParticle, 0);
         
         if (StrEqual(strAttachmentPoint, "") == false)
         {
            SetVariantString(strAttachmentPoint);
            AcceptEntityInput(iParticle, "SetParentAttachmentMaintainOffset", iParticle, iParticle, 0);
         }
      }

      // Spawn and start
      DispatchSpawn(iParticle);
      ActivateEntity(iParticle);
      AcceptEntityInput(iParticle, "Start");
   }

   return iParticle;
}

Can't offer TF2 support.
I'll recode this once I have time to only apply any of these particles if game is CS. The particles are extremely minor, so it's no huge loss.

If anyone wants to add custom TF2 particles to make it look prettier, you may do so later. (working on it now)
Sapere aude!

Vulpone

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #7 on: November 26, 2011, 05:34:09 AM »
Haha, had no internet all day. Had to call the line and waited forever ONLY to get the proper link to edit my router's configuration.

Anyways, here's the update for Necrolyte.
All I did was add a check if the game is CS and then attach the particles.

If anyone's playing TF2 and wants some custom particles, please add that code. I'm sorry I can't offer support for TF2, but I'm on a 13" MacBook Pro and games like TF2 or CSS are hardly playable. (because of the game itself, not the req.)

Thanks
Sapere aude!

alex0310

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #8 on: November 26, 2011, 09:14:24 AM »
Rotund`jere- Necrolyte
Code: [Select]
new String:ab0c[]="war3source/necrolyte/ability1.wav";
it should be replaced by
Code: [Select]
new String:ab0c[]="war3source/necrolyte/ability1.mp3";

Vulpone

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #9 on: November 26, 2011, 10:54:11 AM »
Rotund`jere- Necrolyte
Code: [Select]
new String:ab0c[]="war3source/necrolyte/ability1.wav";
it should be replaced by
Code: [Select]
new String:ab0c[]="war3source/necrolyte/ability1.mp3";


Good catch - thanks.
Fixed in latest release.
Sapere aude!

iceman

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #10 on: November 26, 2011, 11:46:09 AM »
Haha, had no internet all day. Had to call the line and waited forever ONLY to get the proper link to edit my router's configuration.

Anyways, here's the update for Necrolyte.
All I did was add a check if the game is CS and then attach the particles.

If anyone's playing TF2 and wants some custom particles, please add that code. I'm sorry I can't offer support for TF2, but I'm on a 13" MacBook Pro and games like TF2 or CSS are hardly playable. (because of the game itself, not the req.)

Thanks

TF2 doesn't use money or restrict weapons. I would like to try em on TF2 looks cool.

Vulpone

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #11 on: November 26, 2011, 12:14:06 PM »
Haha, had no internet all day. Had to call the line and waited forever ONLY to get the proper link to edit my router's configuration.

Anyways, here's the update for Necrolyte.
All I did was add a check if the game is CS and then attach the particles.

If anyone's playing TF2 and wants some custom particles, please add that code. I'm sorry I can't offer support for TF2, but I'm on a 13" MacBook Pro and games like TF2 or CSS are hardly playable. (because of the game itself, not the req.)

Thanks

TF2 doesn't use money or restrict weapons. I would like to try em on TF2 looks cool.

Downloading TF2. Since I've stopped playing CS, I'll check out TF2. Anyone have a server IP for me to go on tomorrow?

Edit:
Wow. You know, I'm not home right now. I've gotten so used to 8 mb/s and now I'm suffering with 1.5mb/s. One year ago I had 300 kb/s. lol.
« Last Edit: November 26, 2011, 12:17:15 PM by Vulpone »
Sapere aude!

iceman

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Re: [Race-Pack]Traxex - The Drow Ranger; Rotund`jere - Necrolyte
« Reply #12 on: November 26, 2011, 12:24:43 PM »
Yep 75.102.47.52:27015 and 68.232.178.54:27015