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Custom Content => Races => Awaiting approval => Topic started by: Manifest on January 10, 2018, 02:40:37 AM

Title: [Race] - Azura - The champion slayer
Post by: Manifest on January 10, 2018, 02:40:37 AM
Hello everybody!

This is an adaptation of a co-lab project I did together with DoCNL back in 2014.
The race has gotten a few changes so that it works with the new WCS version by Kami.
 

Azura - The champion slayer

Skill 1: Aqua Prison
Gives 5-30% chance to capture the enemy you've shot at within an aqua prison for 1.75 seconds. During the time captured within the aqua prison the user will also recieve 1-12 damage.


Skill 2: Victorious Slayer
Grants you 5-25% chance to deal an additional 5 damage. The target will take one additional damage for every third level the target is on his current race.


Skill 3: Aquatic Gravity
Upon spawning you'll have your gravity reduced by 5-30%. This skill also prevents fall damage unless it exceeds your current health.


Skill 4: Tidal Wave
When attacking an enemy you have 5-20% chance to push the target away from you and apply a two phased slowing effect. The slow will slow the target once, have a brief break before slowing the enemy again. The slow reduces the targets movement speed to 75% of the average, and lasts for 2 seconds in total.


Skill 5: Favorable Waters
When using your ultimate you and your teammates either regenerate some health over time or receive a minor speed boost


We hope you will enjoy the race and find it entertaining to play. Feedback is appreciated, constructive criticism as well. Looking forward to hearing your guys opinion on this new take on Azura :)

Sincerely
- DoCNL & Manifest
Title: Re: [Race] - Azura - The champion slayer
Post by: Manifest on January 24, 2018, 12:45:14 PM
I recommend re-downloading all the races submitted by me, except for the ones for the CS:S only races.
 
Because they have all received the same update, making them compatible with both CS:S and CS:GO. With this update sounds for both CS:S and CS:GO have also been added, so races that was missing sounds for CS:GO before have now been fixed.

This race have received an update, I recommend all users to re-download the race.
Unless bugs are reported then this should be the final update for this race.
Title: Re: [Race] - Azura - The champion slayer
Post by: HOLLIDAY on February 26, 2018, 06:17:50 AM
Wow, great effects  ;)
Title: Re: [Race] - Azura - The champion slayer
Post by: Manifest on February 26, 2018, 10:23:49 AM
Wow, great effects  ;)

Thank you very much Holliday, it means a lot coming from you. :-)

This race was made quite a while back together with DoCNL, I think it was in year 2014 back when I was still green when it came to making visual effects for races. :-)

I have improved a lot since then, here's a picture from a mod I'm working on together with Tha Pwned, it's called Angels -Vs- Demons, the effects there are some of the more recent stuff I've made in the source engine. However they are not the final as these are merely early drafts.
Upon us coming closer to the finished product of the modification I will be updating the visuals, so they get more detail and depth to them. :-)

In the picture two different skills are active, the green and blue one to the left being a barrier activatable and causing reduced damage taken to all allies inside of it.
The right is a skill shot that draws enemies closer to the clore and detonates after a set amount of seconds dealing massive damage to enemies who have not gotten out of range. :-)

The picture really doesn't do them justice as it's a still picture of effects with multiple transitions, once we open up the server I would like to show you the finished result. :-)
Title: Re: [Race] - Azura - The champion slayer
Post by: HOLLIDAY on February 26, 2018, 08:41:35 PM
Nice
Title: Re: [Race] - Azura - The champion slayer
Post by: ErikZen on June 02, 2018, 02:36:42 AM
Hi.
The ultimate is not working, it's looking for waters_roll, which doesnt exist.
like i've modified it like this:   [[skill5]]
        setting  = "es_xset wcs_chance 100"
        cmd      = "es_xdoblock wcs/races/azura/watersroll"
        sfx      = ""
        cooldown = "40|35|30|25|20|0"
BUT, there is nothing in no ultimate in the file you posted, or rather, no such skill.
block onchange
{
   es wcsgroup set aquafall server_var(wcs_userid) 0
   es wcs_falldamage server_var(wcs_userid) 0
}

block spawn
{
   es_getgame wcs_gamecheck
   if ("Counter-Strike: Source" in server_var(wcs_gamecheck)) do
   {
      es wcs_restrict event_var(userid) "m3;xm1014"
   }
   if ("Counter-Strike: Global Offensive" in server_var(wcs_gamecheck)) do
   {
      es wcs_restrict event_var(userid) "sawedoff;nova;xm1014;mag7"
   }
   es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
   es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
   es_xmath wcs_x2 - 160
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_x2 + 320
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_x2 - 160
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_y2 - 160
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_y2 + 320
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_y2 - 160
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_08 #a 0 sprites/hydraspinalcord.vmt server_var(vector2) 320 321 1 3.5 20 10 0 62 197 255 255 10 1
   es est_effect_08 #a 0 sprites/strider_bluebeam.vmt server_var(vector2) 320 321 1 3.5 20 10 0 62 197 255 255 10 1
   es est_effect_08 #a 0 sprites/hydraspinalcord.vmt server_var(vector2) 150 151 1 3.5 20 10 0 62 197 255 255 10 1
   es est_effect_08 #a 0 sprites/strider_bluebeam.vmt server_var(vector2) 150 151 1 3.5 20 10 0 62 197 255 255 10 1
   es est_effect_18 #a 0 server_var(vector1) 1 58 209 1 185 3.5 10
   es_xmath wcs_smokestack_counter + 1
   es_give event_var(userid) env_smokestack
   es_format ss_name "my_ss_%1%2" event_var(userid) server_var(wcs_smokestack_counter)
    es_entitysetvalue server_var(eventscripts_lastgive) "targetname" server_var(ss_name)
    es_fire event_var(userid) server_var(ss_name) addoutput "basespread 50"
    es_fire event_var(userid) server_var(ss_name) addoutput "spreadspeed 0"
    es_fire event_var(userid) server_var(ss_name) addoutput "speed 26"
    es_fire event_var(userid) server_var(ss_name) addoutput "rate 160"
    es_fire event_var(userid) server_var(ss_name) addoutput "startsize 8"
    es_fire event_var(userid) server_var(ss_name) addoutput "endsize 1"
    es_fire event_var(userid) server_var(ss_name) addoutput "twist 45"
    es_fire event_var(userid) server_var(ss_name) addoutput "jetlength 95"
    es_fire event_var(userid) server_var(ss_name) addoutput "angles 0 0 0"
    es_fire event_var(userid) server_var(ss_name) addoutput "rendercolor 4 196 251"
    es_fire event_var(userid) server_var(ss_name) addoutput "SmokeMaterial effects/yellowflare.vmt"
   es_fire event_var(userid) server_var(ss_name) turnon
    es_delayed 3.5 es_fire event_var(userid) server_var(ss_name) kill
   es_xmath wcs_z2 + 8
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_08 #a 0 effects/bluelaser1.vmt server_var(vector2) 150 151 1 3.5 20 10 0 62 197 255 255 10 1
   es_xmath wcs_z2 + 52
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_08 #a 0 sprites/hydraspinalcord.vmt server_var(vector2) 99 100 1 3.5 8 10 0 62 197 255 255 10 1
   es est_effect_08 #a 0 sprites/strider_bluebeam.vmt server_var(vector2) 99 100 1 3.5 8 10 0 62 197 255 255 10 1
   es_xmath wcs_x2 - 50
   es_xmath wcs_x1 - 160
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_x2 + 100
   es_xmath wcs_x1 + 320
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_x2 - 50
   es_xmath wcs_x1 - 160
   es_xmath wcs_y2 - 50
   es_xmath wcs_y1 - 160
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
   es_xmath wcs_y2 + 100
   es_xmath wcs_y1 + 320
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/hydraspinalcord.vmt server_var(vector1) server_var(vector2) 5 3.5 9 9 0 0 62 197 255 255 100
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 3.5 8 8 0 0 255 255 255 200 100
}

block prison
{
   es_xrand wcs_dmg 1 4
   es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
   es wcs_centertell event_var(attacker) Captured event_var(es_username) in an aqua prison for 1.75 seconds!
   es wcs_centertell event_var(userid) You've been imprisoned by event_var(es_attackername) for 1.75 seconds!
   es_delayed .6 wcs_dealdamage event_var(userid) event_var(attacker) server_var(wcs_dmg)
   es_delayed 1.1 wcs_dealdamage event_var(userid) event_var(attacker) server_var(wcs_dmg)
   es_delayed 1.6 wcs_dealdamage event_var(userid) event_var(attacker) server_var(wcs_dmg)
   es usermsg fade event_var(userid) 0 500 482 0 79 113 175
   es wcs_setfx freeze event_var(userid) = 1 1.75
   es_playsound event_var(userid) ambient/water/underwater.wav .5
   es_delayed .3 es_xplaysound event_var(userid) player/pl_drown1.wav 1.0
   es_delayed .7 es_xplaysound event_var(userid) player/pl_drown2.wav 1.0
   es_delayed .8 es_xplaysound event_var(userid) player/pl_drown3.wav 1.0
   es_delayed 1.3 es_xplaysound event_var(userid) player/pl_drown2.wav 1.0
   es_delayed 1.5 es_xplaysound event_var(userid) player/pl_drown3.wav 1.0
   es_delayed 1.75 es_xstopsound event_var(userid) ambient/water/underwater.wav
   es_xset vector1 wcs_z1
   es_xset vector2 wcs_z2
   es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
   es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_14 #a 0 effects\bubble.vmt server_var(vector1) server_var(vector1) 84 30 25
   es_delayed .35 est_effect_14 #a 0 effects\bubble.vmt server_var(vector1) server_var(vector2) 84 30 25
   es_delayed .60 est_effect_14 #a 0 effects\bubble.vmt server_var(vector1) server_var(vector2) 84 30 25
   es_delayed .9 est_effect_14 #a 0 effects\bubble.vmt server_var(vector1) server_var(vector2) 84 30 25
   es_delayed 1.1 est_effect_14 #a 0 effects\bubble.vmt server_var(vector1) server_var(vector2) 84 30 25
   es_xmath wcs_z2 + 85
   es_xmath wcs_x1 + 25
   es_xmath wcs_x2 + 25
   es_xmath wcs_y1 + 25
   es_xmath wcs_y2 + 25
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_x1 - 50
   es_xmath wcs_x2 - 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_y1 - 50
   es_xmath wcs_y2 - 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_x1 + 50
   es_xmath wcs_x2 + 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_z1 + 85
   es_xmath wcs_x2 - 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_x2 + 50
   es_xmath wcs_y1 + 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_y2 + 50
   es_xmath wcs_x1 - 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_y1 - 50
   es_xmath wcs_x2 - 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_z1 - 85
   es_xmath wcs_z2 - 85
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_y1 + 50
   es_xmath wcs_x2 + 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_y2 - 50
   es_xmath wcs_x1 + 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
   es_xmath wcs_x2 - 50
   es_xmath wcs_y1 - 50
   es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
   es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 1 2 3 3 0 0 255 255 255 255 100
}

block slayer
{
   es wcs_getinfo event_var(userid) wcs_damage level race
   es_xmath wcs_damage / 3
   if (server_var(wcs_damage) <= 5) do
   {
      es wcs_dealdamage event_var(userid) event_var(attacker) 5
      es_tell event_var(attacker) #multi #green [WCS]: #lightgreen Champion slayer - Dealt + 5 damage
      es_xset vector1 wcs_z1
      es_xset vector2 wcs_z2
      es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
      es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)
      es_xmath wcs_z1 + 20
      es_xmath wcs_z2 + 20
      es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
      es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
      es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 .75 16 16 0 0 255 255 255 255 100
      es est_effect_06 #a 0 sprites/shellchrome.vmt server_var(vector1) server_var(vector2) 5 .75 10 10 0 0 0 100 140 255 100
      es est_effect_08 #a 0 sprites/hydragutbeamcap.vmt server_var(vector1) 20 300 1 0.75 75 420 0 0 50 160 255 12 1
   }
   else do
   {
      es_xmath wcs_damage + 5
      es wcs_dealdamage event_var(userid) event_var(attacker) server_var(wcs_damage)
      es_tell event_var(attacker) #multi #green [WCS]: #lightgreen Champion slayer - Dealt + server_var(wcs_damage) damage
      es_xset vector1 wcs_z1
      es_xset vector2 wcs_z2
      es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
      es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)
      es_xmath wcs_z1 + 20
      es_xmath wcs_z2 + 20
      es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
      es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
      es est_effect_06 #a 0 sprites/strider_bluebeam.vmt server_var(vector1) server_var(vector2) 5 .75 16 16 0 0 255 255 255 255 100
      es est_effect_06 #a 0 sprites/shellchrome.vmt server_var(vector1) server_var(vector2) 5 .75 10 10 0 0 0 100 140 255 100
      es est_effect_08 #a 0 sprites/hydragutbeam.vmt server_var(vector1) 20 300 1 0.75 75 420 0 0 50 160 255 12 1
   }
}

block tidalwave
{
   es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
   es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
   es_xmath wcs_z1 + 5
   es est_effect 10 #a 0 sprites/halo.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 200 205 0.6 40 100 0.8 0 0 128 225 5
   es est_effect 10 #a 0 sprites/halo01.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 200 205 0.6 40 100 0.8 0 100 140 225 10
   es est_effect 10 #a 0 sprites/strider_bluebeam.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 200 205 1 40 100 0 0 0 255 255 7
   es_createvectorstring wcs_tmp server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
   es wcs_pushto event_var(userid) server_var(wcs_tmp) -1.3
   es wcs_setfx speed event_var(userid) = server_var(wcs_speed) 0.6
   es_delayed 1.15 wcs_setfx speed event_var(userid) = server_var(wcs_speed) 1.4
   es_tell event_var(userid) #multi #green [WCS]: #lightgreen Tidal wave - Pushed you back and slowed you
   es_tell event_var(attacker) #multi #green [WCS]: #lightgreen Tidal wave - Pushed event_var(es_username) back and slowed him
   es_xdelayed 1.15 es_xdoblock wcs/races/azura/wave2
}

block wave2
{
   es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
   es_xmath wcs_z1 + 10
   es est_effect 10 #a 0 sprites/halo.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 250 255 1.5 60 100 0.8 0 0 128 225 5
   es est_effect 10 #a 0 sprites/halo01.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 250 255 1.5 60 100 0.8 0 100 140 225 10
   es est_effect 10 #a 0 sprites/strider_bluebeam.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 250 255 1.5 60 100 0 0 0 255 255 7
}

block aquaticfall
{
   es wcs_setfx gravity event_var(userid) = server_var(wcs_gravity) 0
   es wcsgroup set aquafall event_var(userid) 1
   es_tell event_var(userid) #multi #green [WCS]: #lightgreen Aquatic gravity - Preventing falldamage and reduced your gravity
}

event player_falldamage
{
   es wcsgroup get aquafall wcs_tmp6 event_var(userid)
   if (server_var(wcs_tmp6) = 1) do
   {
      es wcs_falldamage event_var(userid) 1
      es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
      es est_effect 10 #a 0 sprites/strider_bluebeam.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 42 43 1.5 9 9 0 255 255 255 255 4
      es est_effect 10 #a 0 sprites/strider_bluebeam.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 62 63 1.5 6 6 0 255 255 255 255 2
      es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
      es est_effect_14 #a 0 effects/bubble.vmt server_var(vector1) server_var(vector1) 84 30 25
      es_delayed .3 est_effect_14 #a 0 effects/bubble.vmt server_var(vector1) server_var(vector1) 84 30 25
      es_delayed .6 est_effect_14 #a 0 effects/bubble.vmt server_var(vector1) server_var(vector1) 84 30 25
   }
}

sorry for the long reply, just hoping you can reply with the ultimate :-)
Title: Re: [Race] - Azura - The champion slayer
Post by: Manifest on June 03, 2018, 04:56:14 PM
I am very surprised that with this amount of downloads it still had gone unnoticed till now.
I myself had overlooked this, the reason why the ultimate block is missing is because I had two versions of the race, one with the ultimate and another one that was without the ultimate. It would appear as if I have accidently mixed the two files and now I cannot seem to find the one with the ultimate.

I've moved this race to dissapproved races temporarily, as it is not working correctly.
I will update the race, and move it back once it's working. Thank you very much for reporting this in so we can take care of it before it's distributed onto more servers Eriksen! :-)

Stay tuned for updates!  ;D
Title: Re: [Race] - Azura - The champion slayer
Post by: ErikZen on June 03, 2018, 06:02:04 PM
You're very welcome!
I love the race, it has super cool effects! i have replaced it with a temporary ultimate, that heals yourself, until i got the original one from you! :D
Title: Re: [Race] - Azura - The champion slayer
Post by: Manifest on June 03, 2018, 06:40:06 PM
You're very welcome!
I love the race, it has super cool effects! i have replaced it with a temporary ultimate, that heals yourself, until i got the original one from you! :D

I am glad to hear you love the race as well as it's effects. :-)
I personally hold this race very dear as it was my first release that I actually put a good amount of time and effort into and it was also my first co-lab project with another race coder. I could have done a lot differently and made a lot of improvements, but despite this I still find it to be my best release to this day, especially because of the visuals :-)

I have now updated the race and it now contains the ultimate that it was originally supposed to have :-)
I didn't have the original code so I had to rewrite it, but it should essentially do the same, whilst maintaining some adapted effects from the original release back in 2014. :-)

I hope you all will like and enjoy the result!
- Let me know if you find any other bugs! :-)
Title: Re: [Race] - Azura - The champion slayer
Post by: ErikZen on June 04, 2018, 08:44:48 AM
Found another one, push doesnt work. when you hit, it says that you pushed xxxxx, but it doesnt really happen, so it might trigger, but not work. :-)
I'm really bad at explaining.
Title: Re: [Race] - Azura - The champion slayer
Post by: WCS - Wookie on June 04, 2018, 11:21:40 AM
Sounds to me like the push effect isnt actually working but the activation of the text command telling you what is  happening is. This would likely be fixed with getting all the other skills working too. If you have all the other skills working already then this is likely due to CSGO not having the correct syntax or language to read the command and its desired output, resulting in the text message working but no actual effect being visible or ability activated.
Title: Re: [Race] - Azura - The champion slayer
Post by: ErikZen on June 04, 2018, 12:27:56 PM
All of the other skills are working perfectly. Including the new ultimate, its working really nice.
It says in the text that "you pushed theguyyoureshootingat" you know what i mean.
BUT it doesnt actually do anything, so i think you're right about the syntax of the push. I have quite a few races up until now, and i have not seen a push that works, if i even have other races that can do it..
Title: Re: [Race] - Azura - The champion slayer
Post by: WCS - Wookie on June 04, 2018, 11:51:51 PM
I'll have a look at the code that I used in CSS and perhaps you can try it or see if CSGO has an equivalent for pushing the player entity. I can't remember the exact code, but it has the same kind of effect (only multiplied) as slapping a player does.
Title: Re: [Race] - Azura - The champion slayer
Post by: ErikZen on June 05, 2018, 04:28:16 PM
this is the error we got.
[SP] Caught an Exception:
Traceback (most recent call last):
  File "../addons/source-python/plugins/wcs/commands.py", line 326, in push_forward
    x1 = float(command[2])
 
ValueError: could not convert string to float: '-726.2545166015625,-722.5524291992188,242.82591247558594'
 
 
 
[SP] Caught an Exception:
Traceback (most recent call last):
  File "../addons/source-python/plugins/wcs/commands.py", line 326, in push_forward
    x1 = float(command[2])
 
ValueError: could not convert string to float: '-720.710693359375,-683.4066162109375,231.22715759277344'
Title: Re: [Race] - Azura - The champion slayer
Post by: Kami on June 05, 2018, 06:53:49 PM
This error is caused by the wrong usage of wcs_pushto.

This is how it's used:
Code: [Select]
es_createvectorstring wcs_tmp server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
es wcs_pushto event_var(userid) server_var(wcs_tmp) -1.3

this is how it's supposed to be used:
Code: [Select]
es wcs_pushto event_var(userid) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) -1.3

no vectors needed.
Title: Re: [Race] - Azura - The champion slayer
Post by: ErikZen on June 05, 2018, 08:06:19 PM
Thanks for responding Kami, at which point in the code do i adjust values for strength of the push? because as far as i can see when i am testing, there is still no push going on, it does trigger and say "you pushed" etc. but nothing is going on, sorry for being a hassle.
Title: Re: [Race] - Azura - The champion slayer
Post by: Kami on June 05, 2018, 09:23:35 PM
I added a <force> argument to wcs_pushto in the newest update. Not sure it will help though. You might want to wait and see if Manifest will test his race
Title: Re: [Race] - Azura - The champion slayer
Post by: WCS - Wookie on June 06, 2018, 12:49:31 AM
Ooooh thats pretty neat, so in the second example it is directly applying a push effect to the x1, y1, and z1 positions of the player and doesn't need to store those values like in the first example.

Is that right?
Title: Re: [Race] - Azura - The champion slayer
Post by: Manifest on June 06, 2018, 08:51:11 AM
Ooooh thats pretty neat, so in the second example it is directly applying a push effect to the x1, y1, and z1 positions of the player and doesn't need to store those values like in the first example.

Is that right?

No, that it incorrect.
It is essentially the same usage, you just cannot use the variable stored in vectors but you're now bound to use coordinates instead of the old method. :-)



This error is caused by the wrong usage of wcs_pushto.
no vectors needed.

I will let you know Kami, that this race was thoroughly tested and that using vectors like that USED to work perfectly and there were nothing wrong with the skills aside from the ultimate.
The fact that pushto was missing a force argument also goes to what I said back then about our push based teleports were not working correctly and it wasn't doing what it was supposed to in fact was true.

With the implementation of the push arguments hopefully this should work and the race code will not have to be edited, elsewise I would like to know if it does not work so I can adjust the race code, although it would be smarter to edit the code of the command so it supports it's original purposes and doesn't break other races using this method, which I know there are a couple of out there.

I think it would be smartest to make it use it's old syntax or atleast keep the capabilities of using it, seeing as this will inevitably cause problems with races added onto servers over time, with them not working to a point where it'd be gamebreaking. Also I intend to release a racepack at some point containing anywhere between 50-100 races, and really would love to not go and re-do all race's custom teleport block as it's one of the most commonly used ultimate mechanics. :p
It would be nice if it supports your new method as it saves some lines Kami, but would it be possible that we also keep the option of using the old method at the same time to avoid unnnecessary complications both for upcoming releases and for server owners?

Either way these the fact that push related things didn't work correctly makes a whole lot of sense now at least. :P
Title: Re: [Race] - Azura - The champion slayer
Post by: Crossale on January 01, 2019, 04:12:52 PM
I would like to solve this problem as soon as possible. Already more than half a year has passed and I can't force some races to work because of this. :(
Title: Re: [Race] - Azura - The champion slayer
Post by: Manifest on January 03, 2019, 09:50:16 AM
Because of what? The race, pushto or what exactly?
Can you be a bit more specific Crossale?