"abilityX" { "name" "rage_earthquake_machine" // variables for while the bass cannon is on the ground "arg1" "11.0" // duration of wub machine, after it lands "arg2" "1000.0" // effect radius "arg3" "80.0" // required ground clearance for immunity to damage/knock around effects "arg4" "50.0" // maximum damage per tick caused by earthquake. this is only at the epicenter. (if using exponential damage, this should be high) "arg5" "0.5" // earthquake damage interval "arg6" "450.0" // knock around intensity (x,y), scales downward over distance "arg7" "300.0" // minimum Z for knock around, does not scale downward. knock around would do nothing if this is too low. "arg8" "300.0" // percent chance of knock-around. THIS SCALES WITH DISTANCE, so for 300% beyond 2/3 distance it becomes under 100% "arg9" "1.5" // interval for knock around // variables for while the bass cannon is falling "arg10" "3.0" // gravity modifier for falling bass cannon "arg11" "250.0" // damage upon striking a player (note: by necessity, buildings are utterly destroyed on impact) "arg12" "1000.0" // knockback intensity when striking a player "arg13" "50.0" // collision cylinder height "arg14" "55.0" // collision cylinder radius // supports for the flags below "arg15" "1.5" // damage range falloff exponent. cannot be 0. below 1.0 means slowly decreasing damage from the epicenter. above 1.0 means rapidly decreasing. "arg16" "2.0" // building damage factor // flags, including: // 0x0001: If the player rage spams, cancel the rage and refund their rage percent. If this isn't set, it'll just remove the existing machine. // Unfortunately, this will cause problems in VSP since I'd have to redo all companion rages, and I don't know what to do for unicorn silence. // 0x0002: Exponential damage decrease. Should result in a rapid, sharp damage decline from the epicenter. // 0x0004: Addative knock around. If this is not set, the knock around will cancel their current velocity entirely. // 0x0008: Those in water are immune. // 0x0010: No earthquake. // 0x0020: No building damage. (except when amp is falling) // 0x0040: No hitsounds for the repeating damage. (it's so loud...) Note that user will not see damage displayed either, but will get kill credit. "arg19" "0x004e" "plugin_name" "ff2_sarysamods8" } "abilityX" { "name" "earthquake_machine_aesthetics" // sounds "arg1" "freak_frotress_2/ass_pancakes/hammer_ground_11s.mp3" // sound to play. note that I didn't go for looping sound since interval would last too long. "arg2" "mvm/mvm_tank_smash.wav" // crash sound, only plays if the hale uses the rage off the ground and it lands. "arg3" "" // mapwide rage sound, since the "refund" flag causes sound spamming problems otherwise. only use if flag 0x0001 is set. // models/materials/effects "arg7" "models/freak_fortress_2/ass_pancakes_hammer/hammer_falling.mdl" // machine's model (falling) "arg8" "models/freak_fortress_2/ass_pancakes_hammer/hammer_ground.mdl" // machine's model (on ground) "arg9" "materials/sprites/laser.vmt" // sonic effect (similar to beacon) material "arg10" "0.6" // sonic effect repeat interval (it'll be best if it's in time with the music) "arg11" "30.0" // sonic effect radius "arg12" "2.5" // sonic effect speed factor. (fun fact, also affects the max reach of the effect. because the TE for beam ring has crappy parameters) "arg13" "0x3165CB" // sonic effect color "arg14" "25.0" // sonic effect Z offset "arg15" "utaunt_poweraura_blue_start" // immediate particle to display when amp crashes down "arg16" "utaunt_poweraura_blue_base" // persistent particle to place on the grounded amp //utaunt_disco_ball //utaunt_lightning_bolt // text "arg19" "You already have a wub machine out. Returning your rage percentage." // display to user when they try to rage spam (if flag 0x0001 set) "plugin_name" "ff2_sarysamods8" } "abilityX" { "name" "dot_base" // all drain-over-time rages must have this ability. manages timing, etc. for all of a hale's DOT's (yes, can be multiple!) "arg1" "25" // minimum rage to activate "arg2" "1.0" // rage % drain per 100ms "arg3" "0.0" // rage penalty for entry "arg4" "0.0" // rage penalty for ending it manually "arg5" "vo/scout_paincrticialdeath02.mp3" // sound to play when entering rage "arg6" "vo/scout_negativevocalization01.mp3" // sound to play when exiting rage "arg7" "cowmangler_impact_charged_child_electrohelpers" // particle effect to apply to user when entering rage "arg8" "1.0" // duration of above particle effect (not necessarily applicable) "arg9" "ghost_smoke" // particle effect to apply to user when exiting rage "arg10" "1.0" // duration of above particle effect (not necessarily applicable) "arg11" "30" // conditions to add during DOT, format like weapon attributes. i.e. 3 ; 23 ; 47 [strict space-semicolon-space between each condition, max 10] "plugin_name" "drain_over_time" } "abilityX" { "name" "rage_manic_mode" "arg1" "tf_weapon_bat" // weapon for manic mode: name "arg2" "0" // weapon for manic mode: index (festive holy mackerel, change to 221 to get normal fish) "arg3" "250 ; 1 ; 2 ; 1.45 ; 6 ; 0.6875 ; 15 ; 0 ; 137 ; 0.25 ; 107 ; 1.50 ; 178 ; 0.4" // weapon for manic mode: attributes "arg4" "0" // visibility for manic mode weapon (will someday be 1 for future version with visible rubber chicken) "arg5" "tf_weapon_bat" // weapon for normal mode: name "arg6" "0" // weapon for normal mode: index "arg7" "49 ; 1 ; 2 ; 1.85 ; 54 ; 0.7 ; 252 ; 0.30 ; 5 ; 1.6 ; 178 ; 0.5 ; 137 ; 2.0" // weapon for normal mode: attributes -- "arg8" "0" // visibility for normal mode weapon "arg9" "1" // 1 = sentry knockback immune, 0 = not. Cannot scale it (technical limitation), it's either on or off. "arg10" "" // model swap for manic mode, or blank to not use this feature "plugin_name" "default_dots" } "mat_download" { "X" "freak_frotress_2/ass_pancakes_hammer/flame" } "sound_precache" { "X" "freak_frotress_2/ass_pancakes/hammer_ground_11s.mp3" } "mod_precache" { "X" "models/freak_fortress_2/ass_pancakes_hammer/hammer_ground.mdl" "X" "models/freak_fortress_2/ass_pancakes_hammer/hammer_falling.mdl" } "mod_download" { "X" "models/freak_fortress_2/ass_pancakes_hammer/hammer_ground" "X" "models/freak_fortress_2/ass_pancakes_hammer/hammer_falling" } "download" { "X" "sound/freak_frotress_2/ass_pancakes/hammer_ground_11s.mp3" "X" "models/freak_fortress_2/ass_pancakes_hammer/hammer_ground.phy" "X" "models/freak_fortress_2/ass_pancakes_hammer/hammer_falling.phy" } }