[TF2] TFDodgeball
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You can join #tf2items @ irc.gamesurge.net if you need any help with the plugin, I'm active there most of the time. Download & Source Download Install Package (Linux & Windows) Browse Source (Plugin source code is here) Checkout Source: Code:
hg clone http://hg.limetech.org/projects/tf_dodgeball/tf_dodgeball_source/ tf_dodgeball I advise fully restarting the server after installing (to get everything loaded properly), but the plugin is not required to be running 24/7. The plugin will error out and be temporarily disabled (until the next mapchange) if active on a unsupported map. You can grab the maps I have so far from here. (This is a tiny, tiny subset. There are a large number of maps spread throughout this thread.) If you want to make a map, have a look at the entity setup in here. Ripping off other peoples work is not acceptable. Create your map from scratch or get written permission from the original author, this includes the default TF2 maps. Commands
ConVars
Atributions & Thanks
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Re: [TF2] TFDodgeball
<Reserving second post>
http://dl.dropbox.com/u/6938670/stompfest.jpg Awesome little video of TFDB in action provided by StompFest. Join their dodgeball server by clicking here. |
Re: [TF2] TFDodgeball
Sweet! Just wondering, didn't valve's update mess up the dodgeball game or something?
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Very nice work.
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dodgeball?
Dodgeball?! DODGEBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALL! |
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Re: [TF2] TFDodgeball
nice work.
is it possible to add the "rocket spawning entity" to any usual map via sourcemod plugin? or via stripper? adding a respawn-system could make usual maps db'able. |
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This might actually be more of a tf2items problem, but I've uploaded everything correctly, and getting this error.
[03] file "tf2items.ext.2.ep2v.so": vstdlib_i486.so: cannot open shared object file: No such file or directory And yet, if I do a sm exts load tf2items, it tells me that it loads successfully... which is a lie. And since it's not loading, the dodge-ball plug-ins aren't loading either. |
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Re: [TF2] TFDodgeball
update your sourcemod to 1.4
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This was meant to be above my previous post, hit preview instead of submit by accident :bacon:.
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And now, some info for mappers: Quote:
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The rockets start after Setup time and end at map change / beginning of the next round. |
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downloading definately.
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Many thanks for posting this .. i also have a server running this mod ..problems i have found so far is when you increase base damage console will start to either slay ,burn player or make player taunt and so on .. apart from that its working fine ..
We have some mappers working on maps already ..many thanks !! |
Re: [TF2] TFDodgeball
thks and what does sm_dodgeball_reflectinc change?
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Awesomeeee I'll be working on a simple map.
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Works well on Windows SM 1.3.2 MM 1.8.1.
Suggestions: Make it so that pyros air blast is 0 ammo. I know that you can make it cost 1 with a hidden cvar but hey /shrugs Disable respawn so rounds finish. Rockets shouldn't spawn unless there are two player's on the server. that's all I can think of atm... Also Simple working map I made to test, you can add it to your list if you want. http://dl.dropbox.com/u/1334246/tf2/dbtrianglea1pic.jpg http://dl.dropbox.com/u/1334246/tf2/...gle_a1.bsp.bz2 |
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kinda offtopic: shouldnt it be possible to turn any normal map into an arena map by adding a corresponding logic entity? if so, then a new plugin should be created which then could be combined with dodgeball, resulting in a no-respawn dodgeball. |
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Haven't looked around for one that does this though, don't know if it exists... yet, might not even need it if the arena logic entity thing works. Edit: Updated map Made triangles bigger Moved infospawn back Added a few lights http://www.lostbrotherhood.com/orang...gle_a2.bsp.bz2 |
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Ok, i've just set up our server (momomodus.fr:27100).
Got a bug : - I was the only one with only 200 as ammo, when i removed myself from admin list i got 800. |
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Vanilla server, just installed it for dodgeball, i've install mm:s 1.81, sm 1.4, hooks last release, tf2items and dodgeball. I'm looking on the cfg right now.
Edit : Ok, found the problem a old txt that i import with the admins list. |
Re: [TF2] TFDodgeball
Hmmmmm, got a problem, Hammer crash when I try to open your .vmf :'(.
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yes il give you the logs mate no probs ...pm me your email address please ..
Also id love it if you can keep the option to use say koth type of maps and also the option to spawn rockets with 1 player on .. makes it easyer for map testing on your own and also less boring if your trying to get a server going .. Maybe add a cvar for the rocket option ?? im willing to give any amount of suport for the mod including a server if needed !! |
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i also agree that it should possibly be handled by another plugin giving the option of diferent types of maps to be run .. |
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So, after playing it for a little while, the game play needs some sort of point. Right now it's a endless death match of rockets. Some people might want that, who knows. I think it should be you die, you wait to spawn next round. This could be done by this mod because it only loads up on maps that have the correct entities in them so it shouldn't brake other game modes?
How rockets home in, right now they currently go for the closest target, and if that target gets to far back and there is another closer it changes to the closer one. That is alright but really doesn't let everyone in the game play if there a couple of people just standing at the ledge. I saw both teams just standing on front lines because they wanted to air blast stuff. I think it should be changed so that once rockets spawn, they choose a target, and only home in to that target and don't change target unless the original target dies. Could probably make some sort of sequence that it doesn't target someone who's just been targeted or just go down the player list and choose the next one every time a new rocket spawns. Overall, pretty fun, you give a lot of options to change to create different styles of game play for dodge ball. Now, figuring out what is the best style is going to be the hard part! |
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maybe something like... Elimination Dodgeball. If you die from a reflection from another player you stay dead till they die.. then you respawn. If you die from a spawned dodgeball, I suppose it can go either way you stay dead.. or you respawn after a certain point.
The first team to eliminate the entire other team, wins. |
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alinayg the reason it only homes in on the closet target and not lock on to the first one it spots is because its based off the sidewinder extension for the SG but im sure it can be edited to do what you want with maybe some added cvars to change it back and forth, though yea how about a neutral rocket being spawned in the center that randomly choose a target, but i bet ideas are kind of breaching what voogru implemented on his server already :?
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I feel so honored to be recognized for suggesting this plugin. It makes me feel warm and fuzzy XD
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Great job guys. With a bit more work you can make this as good as voogru's and even better.
I converted my map to work with the new mod: http://www.sendspace.com/file/o3dzo8 Try it out and tell me what you think about it. Some requests: - I would like to have the option of having a single launcher that shoots rockets for both teams randomly, rather than having two launcher at the same spot. - Obviously it should be possible to control the direction of which you are reflecting the rocket, like in voogru's. Rockets should have limited turning angle, to give the right movement. - An easy way (like custom Entity or something) to set the dodgeball settings when creating a map. by the way, when I tested the map I actually used the tf_bots, and they reflected many of the rockets :D again great job and thank you very very much! |
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One major issue is the fact it uses point_servercommand to force the cvars to change, with this era of map config files this isn't really acceptable (and personally I'm not fond of the settings you did choose, and can't change that easily), not to mention it caries over to further maps. Quote:
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As a closing note and a response to the "like voogru's" (and future posts): This is not an exact clone of his dodgeball mod nor is it meant to be. I hadn't heard of it before it was requested, and have played for about 5 mins on his server since then. If a version of dodgeball that is identical to voogru's is what you want, pay him the monthly price for it. |
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well voogru, at least now you have a competition!
asherkin, I'm not an experienced map builder, in fact it's the first time I use this point_servercommand entity. I really think it's up to the map to decide these variables - some maps are meant for multi-rockets, some for single, I don't think it's bad to let the map decide. I understand your comment about "like voogru's", but I believe some issues are important - like ballistic movement for the missiles, and picking the target randomly rather than pick the closest one. It will just lead to a better gameplay in my opinion. Besides that I'm not telling you "omgz plz add nukes" or "wtf i want to kill missiles with flares" :) Having a single entity that shoots missiles for both teams just gives more flexibility and convenient for the map builders, it's not a must. Thanks again, off to create more maps now :P |
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But asherkin, if you could make this work with the current maps that are out there, you would have a ton more. |
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Which isn't any fun ;) |
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Oh well, guess we are going to have to make some awesome maps for the public to use. |
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Actually in our community (Israeli), now that we have a dodgeball server, players are begging for some blucourt action, but I'm not going to convert any maps without permissions - that's just wrong.
I did convert my own map and gonna build some simple maps from scratch. Well the arena entities did come from the original DB maps but they are just arena entities :P |
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