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Dodgeball


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tron420
Senior Member
Join Date: Oct 2006
Old 05-26-2007 , 06:23   Re: Dodgeball
Reply With Quote #91

Quote:
Originally Posted by sHum View Post
aaaaah daammit ribbit~

could anyone try to help me find a work around that'll allow me to keep my custom hegrenade models ? >.<
i am using as skin plug too and i had to edit the sma to make it work.. i attached the edited sma , you need to only change the line that says "w_your-custom-mdl-here.mdl" to ur custom w_ he nade skin name.. i edited the other part already so thats all you need to edit.


**IMPORTANT !! ** you DO have to "pause" or "disable" your skin plug before starting dodgeball

...... w/e u go to a dodgeball map or w/e u wanna play dodgeball you have to first go into amxmodmenu and pause your skin plugin ( off ) .. restart round ..... then type amx_db_on 1 in console ..
post back if it does/does not work for you
Attached Files
File Type: sma Get Plugin or Get Source (dodgeball.sma - 1113 views - 24.5 KB)
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Last edited by tron420; 05-26-2007 at 06:43.
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meowjohn
Junior Member
Join Date: May 2006
Old 07-12-2007 , 00:03   Re: Dodgeball
Reply With Quote #92

can anybody help me?

how to chang the player speed to normal value, when round start & before take any ball, player run so fast!!

Sorry for my poor English! TKS!

Last edited by meowjohn; 07-12-2007 at 03:59.
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meowjohn
Junior Member
Join Date: May 2006
Old 07-19-2007 , 10:12   Re: Dodgeball
Reply With Quote #93

amxx error logs
07/19/2007 - 17:47:45: Start of error session.
L 07/19/2007 - 17:47:45: Info (map "he_dodgeball2") (logfile "error_071907.log")
L 07/19/2007 - 17:47:45: [CSTRIKE] Invalid player 7
L 07/19/2007 - 17:47:45: [AMXX] Displaying debug trace (plugin "dodgeball.amxx")
L 07/19/2007 - 17:47:45: [AMXX] Run time error 10: native error (native "cs_get_user_hasprim")
L 07/19/2007 - 17:47:45: [AMXX] [0] dodgeball.sma::event_money (line 399)
L 07/19/2007 - 17:47:45: [CSTRIKE] Invalid player 7
L 07/19/2007 - 17:47:45: [AMXX] Displaying debug trace (plugin "dodgeball.amxx")
L 07/19/2007 - 17:47:45: [AMXX] Run time error 10: native error (native "cs_get_user_hasprim")
L 07/19/2007 - 17:47:45: [AMXX] [0] dodgeball.sma::event_money (line 399)
L 07/19/2007 - 17:47:53: [CSTRIKE] Invalid player 7
L 07/19/2007 - 17:47:53: [AMXX] Displaying debug trace (plugin "dodgeball.amxx")
L 07/19/2007 - 17:47:53: [AMXX] Run time error 10: native error (native "cs_get_user_hasprim")
L 07/19/2007 - 17:47:53: [AMXX] [0] dodgeball.sma::event_money (line 399)
L 07/19/2007 - 17:47:58: [CSTRIKE] Invalid player 7
L 07/19/2007 - 17:47:58: [AMXX] Displaying debug trace (plugin "dodgeball.amxx")
L 07/19/2007 - 17:47:58: [AMXX] Run time error 10: native error (native "cs_get_user_hasprim")
L 07/19/2007 - 17:47:58: [AMXX] [0] dodgeball.sma::event_money (line 399)
L 07/19/2007 - 17:47:58: [CSTRIKE] Invalid player 7
L 07/19/2007 - 17:47:58: [AMXX] Displaying debug trace (plugin "dodgeball.amxx")
L 07/19/2007 - 17:47:58: [AMXX] Run time error 10: native error (native "cs_get_user_hasprim")
L 07/19/2007 - 17:47:58: [AMXX] [0] dodgeball.sma::event_money (line 399)
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BlackMilk
Veteran Member
Join Date: Jun 2007
Old 07-19-2007 , 13:13   Re: Dodgeball
Reply With Quote #94

Avalanche, this can still be made compatible for other maps..

In my own experience I always played Dodgeball with 1-2 balls or another specific number of balls maximum.

Anyway why don't you take the idea of v3x: the ability to spawn dodgeballs, which drop on the floor, then available for use? And add a cvar for the max number of balls, and maybe another cvar to switch between this type of play and the one your awesome plugin currently features!

EDIT: A few extra cvars could also expand it's customizing power -
-Cvar for speed of ball when thrown
-Cvar for keeping the hitting power on even when touching walls or other entities/players so people have to stay on their toes even more (until it hits the ground)
-Cvar for allowing catching! =] (catching should ofcourse be relatively hard)

And if you were to go for the ability to spawn balls, you could also let admins create and save ball-spawns =]


Then this could be playable on any map, and noone would need any mapping program.

That'd be coolness =]
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Last edited by BlackMilk; 07-19-2007 at 13:19.
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BlackMilk
Veteran Member
Join Date: Jun 2007
Old 08-08-2007 , 08:58   Re: Dodgeball
Reply With Quote #95

Hey would this work with the Map Weapons Manager plugin?
As in, I create a HE nade spawn and those nades become dodgeballs instantly?
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ss2miraitrunks
Senior Member
Join Date: Dec 2005
Old 08-30-2007 , 14:13   Re: Dodgeball
Reply With Quote #96

Avalanche, I sent you a PM concerning this plugin, and one of your other plugins.

Please read!
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BlackMilk
Veteran Member
Join Date: Jun 2007
Old 08-31-2007 , 15:05   Re: Dodgeball
Reply With Quote #97

Is this thread dead? >.>
I hope it'll be compatible with HE nades in general or give admins the ability to spawn/create dodgeballs, else it's limited to hardly a few maps.
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Konkelikonk
Junior Member
Join Date: Jul 2007
Location: Norway
Old 09-01-2007 , 10:11   Re: Dodgeball
Reply With Quote #98

hello! No this thread is not dead. im here I hope Avalanche create other colors on the dodgeballs, because I changed the color of the balls to blue, and when i picked them up, they turned into default color again...
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chris
Senior Member
Join Date: Mar 2007
Location: America
Old 03-05-2008 , 21:30   Re: Dodgeball
Reply With Quote #99

Hey, Avalanche can you add a menu system that makes a vote everytime the map changes to a he_* prefix asking if Dodgeball should be enabled. The menu should appear 30 seconds after the map has changed.

Thanks
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WcK | Kyuubi
Member
Join Date: Aug 2008
Location: Venezuela
Old 09-17-2008 , 20:15   Re: Dodgeball
Reply With Quote #100

Avalanche this mod is awesome!, a lot of people like to play this in my server , can you add a scoreboard?
And try to add the possibility of catching the ball if you aim to it exactly where is gonna hit you.

saludos!
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