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[TF2] TFDodgeball


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-16-2010 , 13:01   Re: [TF2] TFDodgeball
Reply With Quote #11

This was meant to be above my previous post, hit preview instead of submit by accident .

Quote:
Originally Posted by Dragonshadow View Post
dodgeball?

Dodgeball?!

DODGEBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALL!
In Allied Forums Balls Dodge You.

Quote:
Originally Posted by psychonic View Post
It didn't mess it up at all. Voogru just preferred to give players backburners with added airblast instead of giving them flamethrowers. The backburners he used turned invisible after the update.
Yes, this plugin forces the attributes to be the same for both the Backburner and Flamethrower (so they work identically) but does not force a specific one on you.

And now, some info for mappers:
Quote:
Originally Posted by Inflikted
I see two essential ones, the two info_target for rocket_spawn_blue and rocket_spawn_red
Yes, these are the only 2 that are required.

Quote:
Originally Posted by Inflikted
But I also see other entities sentryrocket_filter, projectile_filter. I haven't look at the map in game, but I am guessing it's some sort of invisible wall for blocking the rockets? Which doesn't make much sense.
The spawn room is open to the map, as I found with doors people ran back under cover, and with it totally exposed, you can die before being ready to play. I have a trigger_multiple to kill the rockets in case they enter the spawn (what the filters are for) and a trigger_push to prevent people from camping just inside the barrier and ABing the rockets.

Quote:
Originally Posted by Inflikted
I also remember in voogru's version the map had to be an arena map to trigger the start of dodgeball. Is this the case for this particular version or we don't have to define it as arena?
No, you could literally play CP / CTF / KotH at the same time (not sure on arena), KotH could actually be really interesting.
The rockets start after Setup time and end at map change / beginning of the next round.
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PMAvers
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Join Date: Sep 2009
Old 05-16-2010 , 13:30   Re: [TF2] TFDodgeball
Reply With Quote #12

Quote:
Originally Posted by [AAA] Thrawn View Post
update your sourcemod to 1.4
Thrawn is credit to team. (That got it.)
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-16-2010 , 22:44   Re: [TF2] TFDodgeball
Reply With Quote #13

downloading definately.
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crazy-tony
Member
Join Date: Aug 2008
Old 05-16-2010 , 22:47   Re: [TF2] TFDodgeball
Reply With Quote #14

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 !!
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aRcTiC
SourceMod Donor
Join Date: Apr 2010
Old 05-16-2010 , 22:49   Re: [TF2] TFDodgeball
Reply With Quote #15

thks and what does sm_dodgeball_reflectinc change?
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alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-16-2010 , 22:57   Re: [TF2] TFDodgeball
Reply With Quote #16

Awesomeeee I'll be working on a simple map.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-17-2010 , 02:03   Re: [TF2] TFDodgeball
Reply With Quote #17

Quote:
Originally Posted by crazy-tony View Post
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 ..
Could you send me some server logs along with a plugin list, it must be an incompatibility somewhere.

Quote:
Originally Posted by aRcTiC View Post
thks and what does sm_dodgeball_reflectinc change?
The percentage (sort of) speed increase on the rockets after each airblast.
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alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-17-2010 , 02:59   Re: [TF2] TFDodgeball
Reply With Quote #18

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/...gle_a1.bsp.bz2
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Last edited by alinayg; 05-17-2010 at 03:08.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-17-2010 , 05:08   Re: [TF2] TFDodgeball
Reply With Quote #19

Quote:
Originally Posted by alinayg View Post
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
I try to avoid ever changing the game's cvars, I believe that the refilling ammo is a better solution. I may add a cvar to change the rate aswell, so that you can cause people that spam airblast to run out of ammo.

Quote:
Originally Posted by alinayg View Post
Disable respawn so rounds finish.
Have you tried on an arena map? It should work, the events used may need changing though.

Quote:
Originally Posted by alinayg View Post
Rockets shouldn't spawn unless there are two player's on the server.
I actually tested it all in the beginning only with myself just airblasting the rockets back. It was still very fun .

Quote:
Originally Posted by alinayg View Post
Also Simple working map I made to test, you can add it to your list if you want.
Looks cool.
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Thrawn2
Veteran Member
Join Date: Apr 2009
Old 05-17-2010 , 05:14   Re: [TF2] TFDodgeball
Reply With Quote #20

Quote:
Originally Posted by alinayg View Post
Disable respawn so rounds finish.
i think this should be handled in an external plugin. Some people want to use this plugin for koth maps, disabling respawn would break normal gamemodes ;)

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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