Re: [TF2] TFDodgeball
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Does not seem to make a difference on flamethrower damage. Thanks for the suggestion. Got any others to try? |
Re: [TF2] TFDodgeball
thats make a short range.
so if you not close to enemy, you cannot hurt him. other ways, edit the ctx file. or plugins |
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put in the tf/scripts folder and maybe this file make a problem with sv_consistency then try sv_consistency 0 |
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Also, a lot of people have been having issues with running class limit plugins to prevent players playing other classes than pyro. Do not do this. Everything you need to run Dodgeball is included (in tf_dodgeball_logic.sp). |
Re: [TF2] TFDodgeball
News maps
db_tennis_b1 and db_castle_rc1 updated 87.98.166.81:27025 FR-EU - Les Bras Casses [Fun] DodgeBall |
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@yellowblood: I'm not hatin' on your maps, just want to wait untill the map config system is finished before adding them, don't want to add maps that mess with cvars. |
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i'll change the prefix for db_ to tfdb_ at the next compilation of map, maps are available on the server now and fully functionnal .
i don't get the meaning of "the repo", where dou you exactly want to add the maps ? can you explain me either what is the meaning of adding tfdb_ instead of db_ on the map listing, i don't get it^^ ? |
Re: [TF2] TFDodgeball
1.1.1 Released.
Note that the internal version numbers are still 1.1.0, it was only a small patch, so I didn't feel the need to recompile all the plugins. Also, I left the debug line in where it detects it would have crashed, if you see this, stop playing for a minute and thank PRED* for finding and fixing the bug (while you get bombarded with rockets) :wink:. |
Re: [TF2] TFDodgeball
thx for crash fix, this is what i waiting for
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tfdb_tennis_b2 I fixed your links :) |
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asherkin, the new update is awesome, I love how I can control the turning.
Although, as I said earlier in this thread, rockets should aim higher in the first few milliseconds, to avoid an expected collide with the ground among other. It's fairly easy to destroy the game now by reflecting all of your rockets to the ground. One more thing would be the random target, but I can't be so demanding now can I? :) You're doing a great, great job, thank you (from all of the Israeli community). oh, and about my maps, I agree with your decision. Hoping for a better solution to these cvars. |
Re: [TF2] TFDodgeball
dodgeball_spacearena_b6 skybox leaks so you can't play the map without everything blurring... The texture mustn't have been included or something.
db_tennis_b2 - The blue rockets on this map just fire straight into the wall, whats up with that? Also, shouldn't only 1 rocket fire, not hundreds at a time... Its supposed to be tennis... in tennis you don't have 500 balls on the court at one time :P Oh and I had a problem with people being able to avoid the rockets, then the rockets would just endlessly circle around the player... can that be fixed? |
Re: [TF2] TFDodgeball
for spacearena rcon sv_skyname (either hl2 or tf2) http://developer.valvesoftware.com/wiki/Sky_List then rejoin game
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This generally appears to have solved most of the issues that were created with people 'griefing' by running forwards to snag a few rockets and then running past the other players. It's not particularly simple to implement a 'nice' random system, I'll see if just iterating the clients will work, but I do think that'll have issues. Just have to see what I come up with! If/when it does get added, it will be default off, as there are maps that work based on the fact it's harder the closer to the spawner you are (castle, for instance). Quote:
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Re: [TF2] TFDodgeball
Hi,
First, thank you for this amazing mod ! Second, I've a little question : Does the rocket have the same direction than the "info_target" of the map ? (i.e. in tennis for instance, if I turn the blue "info_target", does the blue rockets will be spawned with an orientable angle ?) |
Re: [TF2] TFDodgeball
Yes, they are initially spawned facing, and propelled towards, the direction in which the info_target's angles point.
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I have a feature request. I was thinking of making a map that would sort of be volley ball, but I realized the rocket AI just sort of seeks you path of least resistance style. Can you add the ability for map makers to put in "hoops" of sort that the rockets have to pass through on every trip between players? That way I could direct the rockets over a net, hill, what have you, as they go between players
Then it could be volley ball, or wack dodgeball with sawmill blades and the rockets wouldnt collide with whatevers in the middle. EDIT: Maybe support for multiple "hoops" so the one nearest to the player is used to re-direct the rocket. That way you can have a few separate paths that balls might travel over, flanking both sides, from above, from below, whatever. |
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I put everything on the right places, but i put:
sm plugins unload tf_dodgeball_logic.smx sm plugins unload tf_dodgeball_rockets.smx sm plugins unload tf2items_manager.smx On the Configs of War (ETF2L, WirePlay, etc) What command do i put on the config of the dodgeball maps for them to work, cause right now everything works except that there are no rockets.. |
Re: [TF2] TFDodgeball
I just wanted to say thank you very much for this mod. I've installed this after I had issues with Prop Hunt, and our players couldn't be happier.
We're happy to have the third Australian Dodgeball server. Address is 203.14.173.85:27015 Thanks again for an awesome mod, and mappers thanks for your great work! I look forward to your updates and improvements. :) |
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There is two other Australian Dodgeball servers, one is a TF2Dodgeball mod that runs off Voogru's dodgeball plugin which has been up for ages, the other one I put up a few days ago xD So you are the 3rd :P |
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Also, thanks for the new maps! I'll upload them tonight. :) |
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Im trying all the new maps, and all of them are stuck on 0:00 waiting on players
what is the cause of this? |
Re: [TF2] TFDodgeball
I'm a newb when it comes to modding. I'm wondering how to install this mod. I've tried putting the files in the extension folder into the extension folder in the sourcemod folder and the same for every other folder. Does that make sense? Anyways, sourcemod fails to load the plugin. Can someone please give me a step by step guide to installing this mod?
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Then you basically throw all of the files inside the SourceMod - the Hooks plugin, the TF2Items plugin, and then of course the dodgeball plugin. Everything should be inside your tf/addons folder. |
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So only thing that is supposed to be in the base addon folder is sourcemod, metamod, and metamod vdf file right? And every other plugin goes into sourcemod? Also how do you load plugins, I know to do sm plugins load but I don't know the path I'm supposed to be using.
Edit: Nevermind, I'm an idiot, the plugins are already loaded. |
Re: [TF2] TFDodgeball
Yellowblood, installed those maps, they're awesome, thanks for the update.
I've noticed that all my default rocket settings (As you pointed out) have changed. And with each round end, they revert to your map setting, of 1 rocket, sharp turning. We like multiple rockets and a bit less sentry-like rocket action. :) How do I 'over-ride' your settings to keep my own? My .cfg file isn't cutting it atm... |
Re: [TF2] TFDodgeball
Currently I only play in our Dodgeball server in Israel, and it has some multi-rocket maps, and they aren't effected.
I'm not sure about it, but I think the server.cfg runs after every map, so you might wanna put the settings (from the main post of this thread) in there. |
Re: [TF2] TFDodgeball
Given its an arena mod, wouldn't it be config_arena? Also, its not after every map, its after every round within a map. I'll even spawn rockets at 0.2 seconds max of 40, and once the round ends, it reverts. Your thoughts?
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It's up to the mod developers to decide if config files override the mapper's settings. So, if you find a map firing off a single rocket at a time, and you'd prefer multiple rockets, request a multiple rocket version of the map (or vice-versa). |
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