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[TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010


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ReZy
SourceMod Donor
Join Date: Dec 2012
Old 07-20-2013 , 17:10   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #251

Quote:
Originally Posted by SmackDaddy View Post
For those of you using the plugin .... what are the settings to make it spawn one rocket at a time, to a "max" depending on the number of players?

i.e. for 6 players or less, only one rocket will ever be in play......for 6-11 players, two rockets max can be in play....and for 12-18 players, up to 3 rockets can be in play at once....

Thank you in advance.
// >>> Basic parameters <<<
"max rockets" "1" //Change this to 3

As for regarding for players on how many rockets it should spawn per player, that might have to be coded into the plugin.

Also no idea about this, but also into the map. I have 1 map which spawns 2 rockets, but another which spawns 1.

Might want to get a coder for more detailed explanation.
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Derpy Hooves25
Member
Join Date: Jul 2013
Old 07-26-2013 , 05:57   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #252

The download link isn't working for me :l
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Spartan_C001
Senior Member
Join Date: Jul 2013
Old 07-26-2013 , 16:09   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #253

Here is the original .zip i downloaded a long long time ago!
Attached Files
File Type: zip TF2_Dodgeball_1_0.zip (4.85 MB, 413 views)
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ReZy
SourceMod Donor
Join Date: Dec 2012
Old 07-26-2013 , 16:12   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #254

Yeah, the link hasn't been working for a really long time. I got mine from an old friend.
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Spartan_C001
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Join Date: Jul 2013
Old 07-26-2013 , 16:24   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #255

Quote:
Originally Posted by ReZy View Post
// >>> Basic parameters <<<
"max rockets" "1" //Change this to 3

As for regarding for players on how many rockets it should spawn per player, that might have to be coded into the plugin.

Also no idea about this, but also into the map. I have 1 map which spawns 2 rockets, but another which spawns 1.

Might want to get a coder for more detailed explanation.
This would probably be fairly easy to implement, check how many players are in game, then set a multiplier for number of rockets for each multiple of 6 players you have in the server, 1-6= 1 rocket 7-12 = 2 13-18 = 3 etc

I would attempt to do this myself but looking at the 2k+ lines i'll either leave it so someone else or do it for a price, the time for testing etc will be a lot for something like that to make sure everything is all working

You should have a look through the source code and check the variables, more importantly the ones to do with max rockets etc (not MAX_ROCKETS, but the g_iSpawnersMaxRockets array)

i'm going to say it's somewhere in this part of the code;
PHP Code:
public Action:OnDodgeBallGameFrame(Handle:hTimerany:Data)
{
    
// Only if both teams are playing
    
if (BothTeamsPlaying() == false) return;
    
    
// Check if we need to fire more rockets.
    
if (GetGameTime() >= g_fNextSpawnTime)
    {
        if (
g_iLastDeadTeam == _:TFTeam_Red)
        {
            new 
iSpawnerEntity g_iSpawnPointsRedEntity[g_iCurrentRedSpawn];
            new 
iSpawnerClass  g_iSpawnPointsRedClass[g_iCurrentRedSpawn];
            if (
g_iRocketCount g_iSpawnersMaxRockets[iSpawnerClass])
            {
                
CreateRocket(iSpawnerEntityiSpawnerClass_:TFTeam_Red);
                
g_iCurrentRedSpawn = (g_iCurrentRedSpawn 1) % g_iSpawnPointsRedCount;
            }
        }
        else
        {
            new 
iSpawnerEntity g_iSpawnPointsBluEntity[g_iCurrentBluSpawn];
            new 
iSpawnerClass  g_iSpawnPointsBluClass[g_iCurrentBluSpawn];
            if (
g_iRocketCount g_iSpawnersMaxRockets[iSpawnerClass])
            {
                
CreateRocket(iSpawnerEntityiSpawnerClass_:TFTeam_Blue);
                
g_iCurrentBluSpawn = (g_iCurrentBluSpawn 1) % g_iSpawnPointsBluCount;
            }
        }
    }
    
    
// Manage the active rockets
    
new iIndex = -1;
    while ((
iIndex FindNextValidRocket(iIndex)) != -1)
    {
        switch (
g_iRocketClassBehaviour[g_iRocketClass[iIndex]])
        {
            case 
Behaviour_Unknown: {}
            case 
Behaviour_Homing:  { HomingRocketThink(iIndex); }
        }
    }

The number of players in game (or just alive players) would need to be retrieved then used to set a multiplier. Not sure how you would do that but yeah, i think its going to be some part of that bit of code that needs editing.
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thenumb3rguy
Senior Member
Join Date: Oct 2012
Location: Hong Kong
Old 07-29-2013 , 08:29   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #256

How to disable rocket hitting the ground and explode, i see other servers's rockets reflect instead of exploding
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Spartan_C001
Senior Member
Join Date: Jul 2013
Old 07-29-2013 , 20:48   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #257

Quote:
Originally Posted by thenumb3rguy View Post
How to disable rocket hitting the ground and explode, i see other servers's rockets reflect instead of exploding

Rocket bounce mod, i dont have a link but a search should find it easy enough. Would do myself but on my phone. Also its not disabling it from exploding, rather justmaking it bounce, when you do install rocketbounce, i would recommend 50 as the best value, that way if the rocket gets stuck, you arent sat waiting for it to bounce 1 million times.
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thenumb3rguy
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Location: Hong Kong
Old 07-29-2013 , 21:17   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #258

ty for the help
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ronmelkhior
Member
Join Date: Aug 2013
Old 08-04-2013 , 16:08   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #259

I got a bug where rockets explode on impact with ground. I don't want them to bounce like some people did, I just want it to not explode when it touches the ground. I've seen this in several servers.
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Spartan_C001
Senior Member
Join Date: Jul 2013
Old 08-09-2013 , 10:50   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #260

Quote:
Originally Posted by ronmelkhior View Post
I got a bug where rockets explode on impact with ground. I don't want them to bounce like some people did, I just want it to not explode when it touches the ground. I've seen this in several servers.
You will still need the rocketBounce mod, the way the physics work it doesn't "bounce" like a rubber bouncy ball would, it kind of worms on the floor a bit
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