Re: [TF2] TFDodgeball
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. |
Re: [TF2] TFDodgeball
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Re: [TF2] TFDodgeball
downloading definately.
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Re: [TF2] TFDodgeball
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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Re: [TF2] TFDodgeball
Awesomeeee I'll be working on a simple map.
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Re: [TF2] TFDodgeball
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Re: [TF2] TFDodgeball
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 |
Re: [TF2] TFDodgeball
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Re: [TF2] TFDodgeball
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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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