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View Code? Open in Web Editor NEWPopular Versus Saxton Hale gamemode remade from scratch
License: GNU General Public License v3.0
Popular Versus Saxton Hale gamemode remade from scratch
License: GNU General Public License v3.0
Sniper Rifle does less damage with minicrits than without.
Eventually I want VSH to have atleast 1 boss for all 9 classes and not have ninjaspy as a 5th Spy boss. We don't have a scout boss yet, and while I want to keep all VSH bosses related to TF2, Bonk Boy sounds like a best fit for it.
Some ideas and thoughts on how this would work:
If course some ideas may be changed/replaced, but that's a start.
I really don't see why outline needs to be a thing, nor why should boss see you through walls, isn't it the hale's job to find that one engineer hiding somewhere? It only promotes toxic playstyle and less engagement from Hale.
I propose for it to either be removed, only limited to non-wallhack outline, or two-way one, where player and boss see each other at all times. Last suggestion would probably defeat the purpose of outline, but it's existence is questionable in the first place.
Feel free to discuss. Does it make playing as Hale significantly more enjoyable? Do you feel like doing well as red puts unnecessary pressure on you?
Similar to HHH, I suggest to add 7β9 seconds cooldown to brave jump after round start to prevent spawncamping by Hale, most maps in rotation can easily be crossed in no time
-Never mind found the issue it was another plugin-
Only affect maps with CP at custom position from config.
To reproduce:
I am not asking for the removal of a gameplay feature, which is a just a genuine retarded take, just a notification, same as when you get milked as hale.
I was informed by the last boss player that despite being invisible as spy I was outlined, thereby removing the entire purpose of cloak.
Please add a notification to avoid such infuriating deaths. Thanks.
Huo-long heater:
Mann melter:
Bizarre bargain:
Scorch shot:
Menu option:
Have the ability to switch to a reskin for specific weapons to allow more unique weapon ideas in the future based on said reskins?
Attempt to use airblast while having less than 100% will lead attribute responsible for repressurization rate to trigger;
basically not being able to shoot/airblast for solid 2 seconds in exchange for nothing.
Attribute 2064 manipulations doesn't do anything.
I have a plugin for spawn ammopacks and medkits. Who knows how to set a limit on spawn?
Allow boss to slam down into the ground while superjumping, looking down and crouching. Also likely will have no knockback whatsoever during weightdown, if that's easy to do.
white is a bit hard to see on some maps and the white flash on your screen when you're near the edge makes it really difficult to see anything compared to the other dome colors
grey would be best option that still represents a neutral color
Any weapons would normally give assist damage on damaging sentry, but sapper apparently does not.
In it's current state it's kinda busted ngl. On top of the speed + Jump boost that you get from it you also:
If the map has alot of health packs or alot of buildings/objects you can jump on that would normally force hale to superjump then it's not a really fun game for them. So here are my ideas:
That's all i could've come up with. Still a really fun weapon to play with
HHH can heal off drained health on rage from ubered players, while not actually dealing damage
Even with no other plugins installed, having the VSH plugin on the server is causing other control point based gamemodes to break, even though the mode should be entirely disabled (with vsh_force_load set to -1) outside of VSH specific maps.
Control Points maps end the round as soon as any point is captured, with a victory for the capturing team.
KOTH allows you to cap, but neither team's timer ever starts.
Territorial Control is all kinds of messed up
Payload, like CP, ends as soon as one point is captured.
These are just the modes I tested.
I don't know if this is some issue with my server specifically but I did disable every other plugin besides VSH and the ones VSH depends on, and it made no difference.
When announcer shot someone to become minion, 3 problems occurred with weapons:
Full story behind is somewhat complicated, but its possible for server to crash from either mapchange, or plugin reloads mid-game while having TF2Items loaded. VSH and TF2Items both tries to hook GiveNamedItem
using SourceHook and some fuckup when this happens.
Lots of ideas by Zane so thanks for that.
Currently dome deals damage to both team, pushing both to near death. However usually only one team need to be in penalty from dome, depending on which team stalls. So this Team Dome idea popped up for this.
Either reduce fire rate to whatever amount, or give engineer minicrit instead (which would also nerf a lot of combinations with it)
If preference is enabled (default), bosses and minion would have white glow outline to easily see where boss is while millions of teammates block view. Outline won't be shown if boss is behind the wall or solid brushes. White outline should also not be shown if sniper rifle's global team outline is shown, to easily indicate boss's glow can be seen anywhere rather than visible areas
Natasha new attributes :
Any tutorial about how to expend bosses with sub-plugin? As the README.md says. However I can't find any documentation about it.
Another Pyro boss that isn't El Muchacho. Samyro is a more vanilla-like boss intended to co-exist with Pyrocar that utilizes an underused feature, Mannpowers, to create a rushdown-type boss.
What is Samyro: A chaotic Blu Pyro that uses a Half-Zatochi and wears The Last Breath and The Flamboyrant Flamenco. People who want more information can go to the wiki page below.
https://tf2freakshow.fandom.com/wiki/Samyro
Theme: https://www.youtube.com/watch?v=qae4OZZKsR4
Basic Statistics
Passive: Endless Rage
M2: Agility
Rage: Applies the Haste Mannpower and the Battalion Buff for 12 seconds.
200% Rage: +2 seconds of rage duration, additionally adds Uber during the duration.
This is the initial idea for the boss and his stats, right now it's open for any changes and recommendations.
As admin, when attempting to select next boss as "Random" with any client or modifier, error menu shows up, unable to set next boss random.
I thought of something to fix the pyros being able to escape you twice in the span of 5 seconds.
Changing airblast from requiring damage to a simple timer would not only make airblast easier to balance, but also allow it to act like a secondary ability for pyro primaries, allowing them to serve different purposes and give players a reason to use neglected flamethrowers like Degreaser and Backburner.
e.g. Stock being the most basic can have the lowest cooldown airblast (15 seconds)
Dragon's Fury already being unique and has a decreased repressurization rate can have a longer cooldown (20-25 seconds)
As for the Degreaser and Backburner, they need more than just their base stats to stand out as primaries worth using.
Degreaser: +200% airblast force, 30-40 second cooldown. This keeps the Degreasers' niche as a supportive flamethrower, allowing it to forcibly disengage Hale to save teammates or just push them off the map, with a high cooldown to stop it from making a pyro impossible to catch.
Backburner: On a successful airblast, Axtinguisher-like expunge of all afterburn, dealing damage equal to the amount of afterburn damage remaining (not sure how easy this would be to make), 20-25 second cooldown. Gives the Backburner an extra source of burst damage almost like a combo-finisher, focusing on its offensive stats.
base class - pyro
cosmetics - combustible cutie, balloonihoodie, balloonicorn, scorched skirt, crispy golden locks.
boss theme - Do you believe in magic (by the lovin spoonful)
https://www.youtube.com/watch?v=ATY3-8PlCRw < link there if you haven't heard it.
hp - 700 per player
recharge ability - jetpack
melee weapon - lolichop (face melting)
deals around 165 damage per hit
gains rage after taking 3000 damage
rage - grants the pyro an aoe effect (based on the taunt kill of the rainblower)
the rage would set targets on fire that stay in the area and deals afterburn damage.
the aoe area extends out in a small sphere around the pyro (don't really have a set hammer unit size for it, between 600 and 800 sounds like a good range)
it will fade away after 8 seconds of being active.
anyone killed by this becomes a balloonicorn minion with the ability of a jetpack. (using a balloonicorn model on top of a small pyro with a jetpack and fire axe)
the minions don't do a lot of damage, somewhere between 30 and 40 in my opinion sounds fair.
boss passive: everybody on the server visits pyro land :) (applies the pyrovision goggles effect to everyone on the server)
thoughts and feedback would be appreciated, especially if someone could help me out with the ranges for the rage being acquired and the rage radius. (that would be great)
if a medic is healing a building and an engineer picks up said building, the medic will continue to be healing it instead of stopping
Not sure if this is an issue with the server acting up today or if this is a new bug. But if Redmond uses his rage ability to summon a ghost Monoculus and it spawns in an area where it cant spawn, such as a tight door way, it seems to disable both spells. Including his teleport spell and his rage ability. Scouts getting scared upon rage activation still functions, however spells no longer function, as the "cannnot interact" sound effect players instead, indicating that a spell isnt selected.
Because for an entity with lovecraftian capabilities, the rage being the Vagineer just building sentries is a bit out of place. While the rage itself is fine (and can certainly be reused for another engineer boss if it were to be replaced), a new one that can fit thematically would be better. Coincidentally, we already have something that could be reused for the new rage, which is the Magnet modifier effect. The magnet effect would serve to better fulfill the fantasy of playing as everybody's favorite genitilia faced engineer by forcibly dragging people into certain places they dont want to be in while not being capable of doing much to stop that. The general abilities of the rage at minimum would be:
100% Rage: Magnet effect (Maybe at its strongest a little stronger than normal B1 wind) + Uber
200% Rage: Stronger and Longer Magnet effect (Probably as good as the strong B1 wind) + Uber
No exact duration and range numbers, but around 8-12 seconds for the duration and at least having the range of a 200% Hale range may be fine depending on how the rage plays out in practice. Anyways, I thank anybody who has read this and I hope this may be considered in the future. :)
Sans is now a spy with these cosmetics
Breakneck Baggies
Dead Head
Puffy Provocateur
it fits within the vsh guidelines now you cant stop this
Nice friendly servers like to last man RPS against hale, but we evil grumpy redsun server don't like that and blocks taunt. Add convar for servers to choose whenever to enable or not
This is a general idea i had for a Monoculus boss.
M1 attack
Rocketlauncher with ammo regen
Rockets would do -25% damage (90max damage)
Normal rockect speed
Normal Blast Radius
Rage:
Monoculus rocket barrage-> Faster firing speed, minicrits rockets, +an amout of rockets (10 for 100%, 20 for 200%)
Passive
Boss will be able to fly at soldier movement speed
M2
Portal: Monoculus shoots a portal that sucks in nearby players; they wonβt take damage but they will be an easy target (maybe it can shoot a big sticky that spawns the portal idk)
The Yeti from Jungle Inferno would make a good Heavy boss.
The model is already present in the game (models/player/items/taunts/yeti/yeti.mdl
) and has the same armature as the Heavy model, meaning his animations can be used.
If this idea is well received, then I'll personally try to add this boss to the gamemode.
The Yeti should be a tanky Heavy boss with a lot of HP (800 base HP, +850 HP per player). Super jump and rage gain can also stay the same as Saxton Hale's.
As a trade-off this boss is going to be really hard to miss. A big, white model and loud footsteps will make sure of that.
We have too many sneaky bosses, I want to go rambo mode.
Every time the boss lands from a super jump, the ground trembles and everyone in a small radius around the impact takes damage and gets flung up into the air.
Upon activation, the boss slows down all players in a certain radius. After 3 seconds, all affected players are completely frozen for x seconds and can not use any of their weapons. Freeze radius and duration depend on rage percentage.
This allows players with good reactions to escape during the first phase of the rage but leaves them extremely vulnerable if they fail.
When it comes to sounds, there are not too many related to the Yeti in the game but I'm sure if we use them effectively this should not be a problem.
Music:
ui/gamestartup27.mp3
- Jungle Inferno music
Round Start:
ambient_mp3/lair/animal_call_yeti1.mp3
to ambient_mp3/lair/animal_call_yeti7.mp3
Yeti roars:
player/taunt_yeti_roar_beginning.wav
player/taunt_yeti_roar_first.wav
player/taunt_yeti_roar_second.wav
- Would make a good death sound
Other sounds:
player/taunt_yeti_appear_snow.wav
- Can be played to REDs who are in the rage radius
player/taunt_yeti_land.wav
- Ground stomping passive
Footsteps:
player/footsteps/giant1.wav
player/footsteps/giant2.wav
For example, Your Eternal Reward backstab count still get increased when boss is ubered, Market Gardner announce etc.
4 options to fix this:
takedamage
and attackdamage
called when boss is ubered, this however will mean sniper rifle able to deal knockback to uber bosses, and possibly some other stuffstarget
filter, and use target
to check other filtersIf we go for route 3, filter config could look like this
"filter"
{
"victimuber" "0" //Is victim not ubered?
}
If we go for route 4, filter config could look like this, however there 4 more ubercharges to check aswell (from TF2_IsUbercharged
stock), and adding notcond
filter
"filter"
{
"target" "victim" //use victim boss to check below filters
"notcond" "5" //Is target (victim) not in cond 5 (ubercharged)?
}
Likely going for route 3
Degreaser's stats should be inverted.
The point of the weapon is for pyro to be more agile with its increased switch speed.
So give it a weaker airblast (say 25 or 33% or even 50% weaker) but give it a shorter cool down.
(Idea by Rinzor)
There's plenty is gimmicky stuff that could be done and with the amount of reskins there are, they could be used to provide a handful of different options, ranging from having slight differences to pretty much being a new weapon without having to cannibalize an existing weapon in the process.
These are the list of accessible (aka craftable) reskins that could plausibly receive new stats to differentiate from their original counterpart.
An rough example of how one of these weapons could be changed is below.
Nessie's Nine Iron
Expanding the options players have, in my opinion, is something that is worth doing while it also helps keep the mode fresh with new stuff for the Red team to play with.
Current minigun is somewhat similar to TF2, but with minicrit bonus from medic:
Removing minicrit from medics is not something i want to do, keeping it simple for "everyone gets X". And even then, 52 dmg per bullet is still quite a lot.
Overhauling damage from minigun could be done. Much less damage from close range, and minicrit bonus more streamlined with 1.35x. Damage from medium-long range shouldn't be changed much, maybe even buff a little.
This idea however won't be easy to do in code, because of falloff and minicrit dmg is not easy to change or detect. Hopefully there a way to do it.
Servers running in windows will get a log message of invalid signature CObjectDispenser::CouldHealTarget
, which is used to block dispenser healing to every bosses. Still need to eventually get windows signature for it.
Getting this error message:
vsh\bosses\boss_announcer.sp(441) : error 092: number of arguments does not match definition
boss - merasmus
base class - sniper
health tbc,(800 per player is my current proposal)
right click charge ability - halloween rocket jump spell
(after charging up to 50% merasmus gains 1 use of the spell capping at 2 being stored at any given time.)
rage 1 50% to 100% bombinomicon - merasmus gains a rocket launcher that shoots rockets using the bombinomicon model the rocket launcher starts with a clip size of 10 that should do around 90 damage on hit.
rage 2 101% to 175% reverse shove - players near merasmus are pulled in towards him (sort of like a reverse airblast) range is to be confirmed but around 500 hammer units sounds alright to me considering how big some maps can get.
rage 3 176% to 200% Flares - merasmus raises his staff in the air and pushes all reds into the sky dealing 60 damage and igniting anyone within a 1000 hammer unit radius shooting them into the air at a high speed.
upon using any of the above rages all of merasmus's rage is consumed and any of his previous rage effects that would give him something are nullified (rocket launcher, reverse airblast etc, no stacking effects.)
his melee should simply be the freedom staff until i can find / create an actual model for merasmus's staff (unless that already exsits somewhere.)
the general idea of this boss is to give rage and super jump as an expendable resource for the boss to use to their advantage, requiring a more strategical approach.
Making an issue so it isn't forgotten. It wasn't always like this, but I wouldn't be able to tell when it started happening. This is easy to reproduce in normal play with multiple battalion soldiers or seeldier rages.
Doesn't seem to matter if the boss is complex and checks stuff every frame (such as multiple pyrocars, though I'd assume it'd add a bit to the lag) or is as simple as a boss could be (such as seeldier minions).
As the title says.
Expected Result: A scout getting raged by a boss as they are in the middle of using the FaN to force them-self into the air should be stunned, but still able to move.
Actual Result: A scout getting raged by a boss as they are in the middle of using the FaN to force them-self into the air is stunned and somehow left completely immobile, leaving them to fucking die.
Here is your medic boss, straight from slag ff2. Unfortunately, I can't read or write code for shit nor do I have any access to the code for slag ff2 so only ideas here for now.
Origin: https://www.youtube.com/watch?v=q_TP32PujpM
Slag FF2: Uber Ranger went through two iterations during slag ff2, I will dub them "Uber Rangers" and "White Uber Ranger".
The "Uber Rangers": A boss where six players played as the Uber Rangers, each with a super jump and a self uber rage. Each player also had different starting health based on their place in the queue, with the person first in queue having the highest health while the person that was sixth in queue had the lowest. This shit got removed in favor of the White Uber Ranger, partially because of queue points shit and how having six semi competent people playing them would absolutely annihilate everything.
White Uber Ranger: A hybrid between a solo boss and the original Uber Rangers boss. Here my memory of the second iteration is too hazy so I doubt this is going to be completely accurate. The White Uber Ranger is pretty much the Uber Rangers as one boss, but now his rage also summoned a weaker Uber Ranger minion as a miniboss.
Theme and Models from Slag (Shits been dead lmao): https://www.dropbox.com/sh/2abrv34vy6cl8jo/AAAe11wfLUf0EjQGkpqlaKMda?dl=0
With those out of the way, here is how an Uber Ranger would probably be in rewrite, vanity and all.
Round Start Sound: Medic_battlecry05.wav
Theme: uber_theme.mp3
Model: uberranger_white.mdl
Melee: Ubersaw with the same damage as most other boss melees, but with the ubersaw slower firing rate kept.
Weaker than average super jump.
Below average health (Painis level possibly) and average rage damage requirement.
100% Rage: 6 Second AoE Invulnerability Uber + One Uber Ranger miniboss summoned based on one of the current top 3 dead contributors from Red team.
200% Rage: 8 Second AoE Invulnerability Uber + Three Uber Ranger minibosses summoned based on the current top 3 dead contributors from Red team.
Uber Ranger minibosses: Tankier than the Seeldier minions with their damage output. Spawns with an Ubersaw and Medigun that can be used like any other Medigun (with gimped healing rate if any).
Each Uber Ranger summon has slight diminishing returns, with them having a base health that decreases with each additional summon (Uber Ranger summon order would be Red -> Blue -> Green -> Yellow -> Pink -> Black). Once an Uber Ranger dies, they can't be re-summoned.
Rough draft, but if this idea is compelling enough, than it can be polished with balancing in mind and with coding as well.
So after some time, it has become very apparent that Pyrocar is objectively the worst boss to try and win with out of all the other bosses. From weird quirks such as being unable to get back up from the crevice in vsh_crevice even with the jump pads (as seen in redsun-chat on the discord and what causes that is uhhh ??????),
to classes with flame resistance items taking longer to kill, with extreme cases being that Zatochi/Targe Demoknights are capable of indefinitely tanking Pyrocar. His rage is decent with that sweet damage one shotting the poor spy who just wanted to play a normal game of vsh, but that is all he pretty much has going for him besides being able to occasionally catch people off-guard by going brrrrrrrr with the flamethrower and the float jump.
Pyrocar should receive atleast one of these buffs.
-A small flat damage buff for the flamethrower.
-Attribute 797 (Attacks pierces damage resistance effects and bonuses).
-Anything else, he needs help and he can't get up on his own.
I think the GRU needs a buff. The speed doesnt help against a hale, if he focus you, you are dead and cant do anything, so even as a last resort, it wont really help. Im not sure a second speed buff would be better since gentlespy would have to solo rage him, but something like a climb ability, a small one like (like the sniper) would make it actually more viable. Right now its only usefull against gentlespy
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