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-   -   [TF2] Yet Another Dodgeball Plugin v1.4.1 (1/19/2019) (https://forums.alliedmods.net/showthread.php?t=299275)

cigzag 07-09-2017 19:12

[TF2] Yet Another Dodgeball Plugin v1.4.1 (1/19/2019)
 
2 Attachment(s)
:3 [TF2] Dodgeball (1.4.1) :3
by Damizean, based on Voogru's mod & edited by envynz.


The heck is this Dodgeball gamemode?
This is Damizeans Dodgeball plugin but picked up by a kid who thought let's make this lively again.

Quote:

Originally Posted by Damizean (Post 1262456)
A game mode inspired in the classic Dodgeball. On this mode, all classes except the Pyro are disabled and the respawn is limited to the same rules as the Arena game mode. Each Dodgeball map has a set of spawn points from where rocket projectiles are fired. These projectiles are designed to follow a target player until the player is killed or the rocket has been deflected.

Based on Voogru's original plugin and similar to Asherkin's plugin, I tried to design this one as flexible as possible without having to mess with the plugin's code.

The configuration included with the plugin contains a base rocket setup and a sample nuke rocket type (along with the model and it's 3DS Max source).
  • The rocket classes are really customizable
  • Each rockets uses an event system, to extend customizability by using custom commands etc.
  • You can setup spawnpoints by using there full target name.
  • You can toggle being airblasted or not with !ab
  • Sick ConVars to make setting up servers easier

CVars
  • tf_dodgeball_enabled - Enables or disables the plugin
  • tf_dodgeball_enablecfg - Config file to execute when enabling the plugin
  • tf_dodgeball_disablecfg - Config file to execute when disabling the plugin
  • tf_dodgeball_speedo - Enable or disable HUD speedometer
  • tf_dodgeball_announce - Enable or disable the kill announces in chat
  • tf_dodgeball_announcekill - Enable or disable who killed who in chat
  • tf_dodgeball_pyrovision - Enable or disable Pyrovision for all players
  • tf_dodgeball_rbmax - Choose how many times a rocket bounces
  • tf_dodgeball_airblast - Enable or disable sm_ab & sm_airblast
  • tf_dodgeball_count_deflect - Enable or disable count of deflects in kill announces
  • tf_dodgeball_rdrbeep - Enable or disable if redirects beep
  • tf_dodgeball_block_tauntkill - Enable or disable damage for the Armageddon Taunt (Default 1)
  • tf_dodgeball_steal_prevention - Enable or disable steal prevention (Default 1)
  • tf_dodgeball_sp_number - Change number of steals before slay, (Default 3)

NOTE : Upon changing tf_dodgeball_airblast & tf_dodgeball_block_tauntkill, probably pays to restart your server or change map.

Commands
  • sm_ab - Toggle being airblasted or not
  • sm_tfdb - Dodgeball Admin Menu

Installation
  • Drag the addons folder over the addons folder on your gameserver and merge
  • Drag the cfg over into the cfg folder on your gameserver and merge
  • If you want the old general.cfg (Referenced later), drag the models and materials folder over the corresponding folders on the gameserver and merge
  • Pick a general.cfg from addons/sourcemod/configs/dodgeball and rename it to general.cfg and delete the other one.
  • Note : General (old).cfg uses the model from the old plugin, and General (new) uses a new resized airstrike model which players don't have to resize!

To-do list
  • Nothing

Requirements
Bugs
  • On the new general.cfg with more than 1 rocket, the plugin will sometimes resize the wrong rocket and not the nuke

Changelog
Spoiler


Pictures
Spoiler


Downloads
The downloads are now back on GitHub!
Check them out there.
https://github.com/blood-git/TF2-Dodgeball/releases

Credits
  • Damizean - Original Plugin
  • ReflexPoison - Speedometer & Announce mph on death
  • ClassicGuzzi - Obeserver Point
  • BloodyNightmare & Mitchell - For original version of AirblastPrevention
  • Powerlord - Original Pyrovision for all plugin

NOTE : The original plugin can be found here.

cigzag 07-09-2017 19:30

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Reserved :D

FlaminSarge 07-09-2017 19:33

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Instead of using a separate nuke model, how about using one of the regular rockets (or air strike rockets) and setting m_flModelScale on it? Then clients don't need to download anything extra.

With regards to GitHub, you might wanna put up the source for AirblastPrevention; in fact, you should probs attach the SMX's through a GitHub release and leave the repo just for the source files/configs. Definitely avoid putting the nuke model in the repo files.
You can add non-pushability for airblast through TF2Attributes if you really need it (either via airblast vulnerability, or via the push flags on the flamethrowers themselves; attribs 254, 255, 329, etc).

Nice work.

cigzag 07-09-2017 19:37

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Quote:

Originally Posted by FlaminSarge (Post 2534334)
Edited msg with various other things

Also I can delete/move my post if you want to reserve the second post for future text.

That'd be great cheers

Quote:

Originally Posted by FlaminSarge (Post 2534330)
Instead of using a separate nuke model, how about using one of the regular rockets (or air strike rockets) and setting m_flModelScale on it? Then clients don't need to download anything extra.

With regards to GitHub, you might wanna put up the source for AirblastPrevention; in fact, you should probs attach the SMX's through a GitHub release and leave the repo just for the source files/configs. Definitely avoid putting the nuke model in the repo files.
You can add non-pushability for airblast through TF2Attributes if you really need it (either via airblast vulnerability, or via the push flags on the flamethrowers themselves; attribs 254, 255, 329, etc).

Nice work.

^^^^ put there for my memory

FlaminSarge 07-09-2017 20:00

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Would also recommend lowercasing the plugin/source filenames just as a convention; case-insensitivity on various OS's can end up being a pain (though usually only for model/material paths and not plugins, but better to be consistent, I guess).

cigzag 07-09-2017 23:58

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
No matter what I do, trying to resize the rocket model automatticly just won't work.

I created a server command, tf_dodgeball_resize, put it under nuke in general.cfg
PHP Code:

void RegisterCommands()
{
    
RegServerCmd("tf_dodgeball_explosion"CmdExplosion);
    
RegServerCmd("tf_dodgeball_shockwave"CmdShockwave);
    
RegServerCmd("tf_dodgeball_resize"CmdResize);


PHP Code:

public Action CmdResize(int iIndex)
{
    
int iEntity EntRefToEntIndex(g_iRocketEntity[iIndex]);
    if (
iEntity && IsValidEntity(iEntity))
    {
        
SetEntPropFloat(iEntityProp_Send"m_flModelScale", (2.02.0));
        
SetEntPropFloat(iEntityProp_Send"m_flModelScale", (2.02.0));
    }


However, when I put it through server console, it will resize! (no matter if its a nuke or what)

oh well, I'll work on a fix today so this plugin becomes way better than the old one :D

cigzag 07-11-2017 03:30

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Comment features I should add :)

cigzag 07-12-2017 04:13

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Changed general.cfg back to default found in old plugin :D

QuantumToast 07-12-2017 13:28

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Not sure if this is in the plugin already (haven't tested it), but does this plugin allow rockets to speed up over time even without being reflected? I've been using ClassicGuzzi's Dodgeball Redux plugin and that's the one feature it's lacking that I'd like.

cigzag 07-12-2017 16:17

Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
 
Quote:

Originally Posted by QuantumToast (Post 2534892)
Not sure if this is in the plugin already (haven't tested it), but does this plugin allow rockets to speed up over time even without being reflected? I've been using ClassicGuzzi's Dodgeball Redux plugin and that's the one feature it's lacking that I'd like.

Repeat timer on gameframe could work, but I don't think it's in this plugin or the old one, but it doesn't really sound like a good idea because the rocket system is not the same as dodgeball redux.


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