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[TF2] Balls


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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 08-27-2010 , 10:38   Re: [TF2] Balls
Reply With Quote #21

there has to be soccer game mod in this somewhere... i tseems on my idle server that as soon as i spawn a ball a competition to keep the ball in/out of a door/water/hole/whatever breaks out and many lolz are had by all... i am reminded of that ctf_rugby map that used to be popular... think i still have it on one server another... wonder how hard it would be to hook the ball as the "flag"...
any ideas?
here is the map i was thinking about as a starting place: http://www.aohelp.info/cybersquare420
/maps/ctf_rugby_v6.bsp.bz2
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 08-28-2010 , 03:23   Re: [TF2] Balls
Reply With Quote #22

Quote:
Originally Posted by cybersquare420 View Post
there has to be soccer game mod in this somewhere... i tseems on my idle server that as soon as i spawn a ball a competition to keep the ball in/out of a door/water/hole/whatever breaks out and many lolz are had by all... i am reminded of that ctf_rugby map that used to be popular... think i still have it on one server another... wonder how hard it would be to hook the ball as the "flag"...
any ideas?
here is the map i was thinking about as a starting place: http://www.aohelp.info/cybersquare420
/maps/ctf_rugby_v6.bsp.bz2
http://forums.alliedmods.net/showthread.php?p=963448
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 08-28-2010 , 07:46   Re: [TF2] Balls
Reply With Quote #23

hmmmm... yeah but they still carry it on that one... i wanted it to keep its current physics so players have to puch/shoot it around the map to get it to the goal...
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ultrafunix
Member
Join Date: May 2010
Old 08-28-2010 , 23:48   Re: [TF2] Balls
Reply With Quote #24

Me and a friend are actually making a soccer map right now with no plugins or mods required, with score board and most points at 10 min win, we are almost done with first beta, but if u add me to steam friends (ultrafunix) ill let u test and give u a copy of it, and you can shoot it around
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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-29-2010 , 03:16   Re: [TF2] Balls
Reply With Quote #25

server crashes every time I use sm_ball
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BLOOD779922
New Member
Join Date: Aug 2010
Old 08-29-2010 , 07:19   Re: [TF2] Balls
Reply With Quote #26

i put sm_balls_flag 0 and sm_balls_override 0 in cfg but still only admins can use the plugin ,am i doing something wrong ?i wanted it for all players .
good plugin
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Benjamuffin
Member
Join Date: Jul 2010
Location: United States
Old 09-05-2010 , 17:09   Re: [TF2] Balls
Reply With Quote #27

Have a slight issue, with the letting certain normal user spawn balls.

The amount is based on current server amount and NOT a client amount.

The person from before who suggested the public ball thing inspired me to do the same.

For example: I want my donators to be able to spawn 1 ball. However, if the game spawned ball is there, or if another donator has already spawned a ball, the other donators canʻt.

Is there any way this can be set to do how I described using something like clientprefs (assumption) or something.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 09-06-2010 , 02:29   Re: [TF2] Balls
Reply With Quote #28

Quote:
Originally Posted by BLOOD779922 View Post
i put sm_balls_flag 0 and sm_balls_override 0 in cfg but still only admins can use the plugin ,am i doing something wrong ?i wanted it for all players .
good plugin
"0" is not an admin flag.
sm_balls_flag ""

If you allow players to spawn unlimited balls, bad things will happen.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 08-24-2012 , 00:24   Re: [TF2] Balls
Reply With Quote #29

Was this broken in this most recent update or an update recently?
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Jwu
AlliedModders Donor
Join Date: Sep 2011
Location: Austria
Old 08-24-2012 , 04:36   Re: [TF2] Balls
Reply With Quote #30

Quote:
Originally Posted by Horsedick View Post
Was this broken in this most recent update or an update recently?
There is a problem with the "m_flModelWidthScale" within the sourcecode. When you remove it and its related content, it works. But you have a fixed size of the beachballs.

I would love to see this fixed though.
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