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


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Trans_Am_00
Senior Member
Join Date: Jul 2013
Location: 127.0.0.1
Old 05-03-2014 , 12:12   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #331

did i miss something step?
when the server start/change map it is in arena mode where i cannot choose team.

dodgeball cfg
Code:
// -------------------------------------------------------
// Events
// -------------------------------------------------------
// 
// In order to further customize the rocket types, you can
// set a command to be executed when a certain event happens
// with a dodgeball rocket.
//
// The events that are right now implemented are the following:
//
// on spawn- When a rocket spawns.
// on deflect- A client has deflected a rocket.
// on kill- One of the rockets has killed the client.
// on explode- Same as on kill, only triggered once.
//
// The possible parameters passed for the commands are the following.
//
// @name         - Name of the projectile type
// @rocket       - Rocket entity index
// @owner        - Owner client userid
// @target       - Target client userid
// @dead         - Last dead client
// @speed        - Speed of the rocket
// @deflections  - Number of rocket deflections
// 
// -------------------------------------------------------
// Commands
// -------------------------------------------------------
//
// For using with the events system, the plugin has two useful
// commands if you want to make kickass explosion blasts.
//
// tf_dodgeball_explosion <client>
// Shows a huge explosion at the location of the specified client.
//
// tf_dodgeball_shockwave <client> <damage> <force> <radius> <falloff>
// Wich applies a huge shockwave at the location of the client.
//
// If you are able to write plugins, you can include your custom
// commands too!
// -------------------------------------------------------

"tf2_dodgeball"
{

    "general"
    {
        "music"                            "1"      // Play music on Dodgeball gamemode?
        
        "round start"                      ""                                          // Music to play on round start (before gameplay start)
        "round end (win)"                  ""                                          // Music to play for the winner team
        "round end (lose)"                 ""                                          // Music to play for the loser team
        "gameplay"                         ""                                          // Music to play when the gameplay starts. This one stops
                                                                                       // at round end.
        
        "use web player"                   "0"      // If the use of web player is enabled, these will be
        "web player url"                   ""       // used instead of the gameplay music
    }
    
    "classes"
    {
        "common"
        {
            // >>> Basic parameters <<<
            "name"                        "Homing Rocket"    // Full name of the rocket type
            "behaviour"                   "homing"           // The only behaviour right now is homing :P
            "model"                       ""                 // Default: Common rocket model
            "is animated"                 "0"                // Only works when using a custom model
            "play spawn sound"            "0"                // Does the rocket emit a sound when spawning?
            "play beep sound"             "0"                // Does the rocket emit a beeping sound?
            "play alert sound"            "0"                // Does the rocket emit an alert sound to the client when being targetted?
            "spawn sound"                 ""                 // Default: Sentry rocket sound
            "beep sound"                  ""                 // Default: Sentry searching sound
            "alert sound"                 ""                 // Default: Sentry client spotted sound
            "beep interval"               "0"                // Emit sound every x time
            
            // >>> Specific behaviour modificators <<<
            "elevate on deflect"          "1"                // Does the rocket can elevate after deflection?
            "neutral rocket"              "0"                // Does this rocket has no team based targets?
            
            // >>> Movement parameters <<<
            "damage"                      "50"               // Base damage done by the rocket.
            "damage increment"            "25"               // Increment per reflection.
            "speed"                       "650"              // Base speed for the rocket.
            "speed increment"             "75"              // Speed increment per reflection.
            "turn rate"                   "0.160"            // Turn rate / tick for this rocket.
            "turn rate increment"         "0.0175"           // Increment per deflection.
            "elevation rate"              "0.060"           // Elevation rate when deflected (if enabled)
            "elevation limit"             "0.080"            // Maximum elevation when deflected (if enabled)
            "control delay"               "0.10"             // Delay until the rocket starts tracking the target after a deflection.
            "critical chance"             "100"              // Percentage of chance for a critical rocket.
            "no. players modifier"        "0.01"             // Increment based upon the number of players in the server.
            "no. rockets modifier"        "0.1"              // Increment based upon the number of rockets fired since the start of the round.
            "direction to target weight"  "10"               // Weight modifier for target selection, based upon the direction of the rocket
                                                             // to the client.
            // >>> Events <<<
            "on spawn"                    ""                 // Actions to execute on rocket spawn.
            "on deflect"                  ""                 // Actions to execute when a rocket is deflected.
            "on kill"                     ""                 // Actions to execute when a rocket kills a client.
            "on explode"                  ""                 // Actions to execute when a rocket kills a client (triggered once).
        }
    
        "nuke"
        {
            // >>> Basic parameters <<<
            "name"                        "Nuke!"
            "behaviour"                   "homing"
            "model"                       "models/custom/dodgeball/nuke/nuke.mdl"
            "is animated"                 "1"
            "play spawn sound"            "0"
            "play beep sound"             "0"
            "play alert sound"            "0"
            "spawn sound"                 ""
            "beep sound"                  ""
            "alert sound"                 ""
            "beep interval"               "0"
            
            // >>> Specific behaviour modificators <<<
            "elevate on deflect"          "1"
            "neutral rocket"              "0"
            
            // >>> Movement parameters <<<
            "damage"                      "200"
            "damage increment"            "200"
            "speed"                       "550"
            "speed increment"             "100"
            "turn rate"                   "0.233"
            "turn rate increment"         "0.0275"
            "elevation rate"              "0.1237"
            "elevation limit"             "0.1237"
            "control delay"               "0.01"
            "critical chance"             "100"
            "no. players modifier"        "0.01"
            "no. rockets modifier"        "0.1"
            "direction to target weight"  "25"
            
            // >>> Events <<<
            "on spawn"                    ""
            "on deflect"                  ""
            "on kill"                     ""
            "on explode"                  "tf_dodgeball_explosion @dead ; tf_dodgeball_shockwave @dead 200 1000 1000 600"
        }

        "speedy"
        {
            // >>> Basic parameters <<<
            "name"                        "Speedy Rocket"    // Full name of the rocket type
            "behaviour"                   "homing"           // The only behaviour right now is homing :P
            "model"                       ""                 // Default: Common rocket model
            "is animated"                 "0"                // Only works when using a custom model
            "play spawn sound"            "0"                // Does the rocket emit a sound when spawning?
            "play beep sound"             "0"                // Does the rocket emit a beeping sound?
            "play alert sound"            "0"                // Does the rocket emit an alert sound to the client when being targetted?
            "spawn sound"                 ""                 // Default: Sentry rocket sound
            "beep sound"                  ""                 // Default: Sentry searching sound
            "alert sound"                 ""                 // Default: Sentry client spotted sound
            "beep interval"               "0"                // Emit sound every x time
            
            // >>> Specific behaviour modificators <<<
            "elevate on deflect"          "1"                // Does the rocket can elevate after deflection?
            "neutral rocket"              "0"                // Does this rocket has no team based targets?
            
            // >>> Movement parameters <<<
            "damage"                      "50"               // Base damage done by the rocket.
            "damage increment"            "50"               // Increment per reflection.
            "speed"                       "1000"              // Base speed for the rocket.
            "speed increment"             "50"              // Speed increment per reflection.
            "turn rate"                   "0.250"            // Turn rate / tick for this rocket.
            "turn rate increment"         "0.0175"           // Increment per deflection.
            "elevation rate"              "0.060"           // Elevation rate when deflected (if enabled)
            "elevation limit"             "0.080"            // Maximum elevation when deflected (if enabled)
            "control delay"               "0.05"             // Delay until the rocket starts tracking the target after a deflection.
            "critical chance"             "100"              // Percentage of chance for a critical rocket.
            "no. players modifier"        "0.01"             // Increment based upon the number of players in the server.
            "no. rockets modifier"        "0.1"              // Increment based upon the number of rockets fired since the start of the round.
            "direction to target weight"  "15"               // Weight modifier for target selection, based upon the direction of the rocket
                                                             // to the client.
            // >>> Events <<<
            "on spawn"                    ""                 // Actions to execute on rocket spawn.
            "on deflect"                  ""                 // Actions to execute when a rocket is deflected.
            "on kill"                     ""                 // Actions to execute when a rocket kills a client.
            "on explode"                  ""                 // Actions to execute when a rocket kills a client (triggered once).
        }
    }
    
    "spawners"
    {
        // >>> Default RED spawner <<<
        "red"
        {
            // >>> Basic parameters <<<
            "max rockets"            "5"                // Max no. of rockets before the spawner can fire another.
            "interval"               "5.0"              // Minimum time between rocket fires.
            
            // >>> Chances table <<<
            "speedy%"                "90"               // Chance to spawn a speedy rocket
            "nuke%"                  "10"               // Chance to spawn a nuke rocket
        }
        
        // >>> Default BLU spawner <<<
        "blu"
        {
            // >>> Basic parameters <<<
            "max rockets"            "5"               // Max no. of rockets before the spawner can fire another.
            "interval"               "5.0"             // Minimum time between rocket fires.
            
            // >>> Chances table <<<
            "speedy%"                "90"              // Chance to spawn a speedy rocket
            "nuke%"                  "10"              // Chance to spawn a nuke rocket
        }
    }
}
Code:
Error
Unknown command "sm_dodgeball_turnrate"
Unknown command "sm_dodgeball_weaponparticle"
Unknown command "sm_dodgeball_enabled"
Unknown command "sm_dodgeball_criticals"
Unknown command "sm_dodgeball_spawninterval"
Unknown command "sm_dodgeball_reflectinc"
Unknown command "sm_dodgeball_speedmul"
Unknown command "sm_dodgeball_maxrockets"
Unknown command "sm_dodgeball_basedamage"
Does this /addons/sourcemod/configs/dodgeball/<map name>.cfg mean this?
Code:
tfdb_box_night_a3
tfdb_box_sides_a3
The map name?
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KiRRA
Senior Member
Join Date: Nov 2012
Old 05-03-2014 , 12:37   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #332

Quote:
Originally Posted by Trans_Am_00 View Post
did i miss something step?
when the server start/change map it is in arena mode where i cannot choose team.
I believe the ability to pick a team is controlled by the cvar:

tf_arena_use_queue 0

Throw that into your server.cfg or your desired config file, and set it to "0" to allow players to pick a team instead of the generic door screen.

Quote:
Originally Posted by Trans_Am_00 View Post
Code:
Error
Unknown command "sm_dodgeball_turnrate"
Unknown command "sm_dodgeball_weaponparticle"
Unknown command "sm_dodgeball_enabled"
Unknown command "sm_dodgeball_criticals"
Unknown command "sm_dodgeball_spawninterval"
Unknown command "sm_dodgeball_reflectinc"
Unknown command "sm_dodgeball_speedmul"
Unknown command "sm_dodgeball_maxrockets"
Unknown command "sm_dodgeball_basedamage"
If you run sm plugins list, does it show that the Dodgeball plugin has been loaded without errors? Are you attempting to type those commands into console manually?

Quote:
Originally Posted by Trans_Am_00 View Post
Does this /addons/sourcemod/configs/dodgeball/<map name>.cfg mean this?
Code:
tfdb_box_night_a3
tfdb_box_sides_a3
The map name?
Yes, you can create map specific dodgeball configs by copying the "general.cfg" file to a new file and renaming it to your map name. So in your case you would have:

/addons/sourcemod/configs/dodgeball/general.cfg (dodgeball uses this if no map config is found) DO NOT DELETE THIS CONFIG, OR RENAME IT!
/addons/sourcemod/configs/dodgeball/tfdb_box_night_a3.cfg
/addons/sourcemod/configs/dodgeball/tdfb_box_sides_a3.cfg
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Last edited by KiRRA; 05-03-2014 at 12:38.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 05-03-2014 , 14:40   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #333

Quote:
Originally Posted by Trans_Am_00 View Post
Code:
Error
Unknown command "sm_dodgeball_turnrate"
Unknown command "sm_dodgeball_weaponparticle"
Unknown command "sm_dodgeball_enabled"
Unknown command "sm_dodgeball_criticals"
Unknown command "sm_dodgeball_spawninterval"
Unknown command "sm_dodgeball_reflectinc"
Unknown command "sm_dodgeball_speedmul"
Unknown command "sm_dodgeball_maxrockets"
Unknown command "sm_dodgeball_basedamage"
Those are commands triggered by the map. This is why I hate using the other plugin, you CAN'T set some rule that work right in every map, because each map use it's own rules sometimes.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-03-2014 , 15:05   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #334

Quote:
Originally Posted by ClassicGuzzi View Post
Those are commands triggered by the map. This is why I hate using the other plugin, you CAN'T set some rule that work right in every map, because each map use it's own rules sometimes.
"The other plugin" has stopped maps from trying to do that for a very long time.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 05-03-2014 , 20:31   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #335

Quote:
Originally Posted by asherkin View Post
"The other plugin" has stopped maps from trying to do that for a very long time.
Really? I should give it another try then. I like the particle effect in the weps, but i tried it like 1 o 2 month ago. Thanks for the info!
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KiRRA
Senior Member
Join Date: Nov 2012
Old 05-03-2014 , 21:18   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #336

What causes the issue you two are referring to? Is it something originating from improperly created maps or what, I've never heard of it before it was mentioned today. Curious if it's something I should be aware of for the future or what....
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Trans_Am_00
Senior Member
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Location: 127.0.0.1
Old 05-04-2014 , 02:22   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #337

How come my rocket cannot bounce when hit the floor or wall?

I have this plugin install

This was include at my server cVar
Code:
sm_rb_max 999
sm_rb_all
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KiRRA
Senior Member
Join Date: Nov 2012
Old 05-04-2014 , 08:23   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #338

Quote:
Originally Posted by Trans_Am_00 View Post
How come my rocket cannot bounce when hit the floor or wall?

I have this plugin install

This was include at my server cVar
Code:
sm_rb_max 999
sm_rb_all
Do they happen to get stuck on the walls at times? I've never had any luck getting the rocket bounce plugin to work with this particular plugin (might just be my experience only). If you're looking to get that running then perhaps the other dodgeball plugin might be up your alley instead of this one..... but Asherkin might be able to clear that up and let you know either way.
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Trans_Am_00
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Old 05-04-2014 , 22:48   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #339

My rocket straight away exploded when touch floor/wall. I see other people's server whose rocket wouldn't explod when contact and this is what I want . Either I use the wrong plugin or somewhere I went wrong.
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axiom123
Member
Join Date: May 2013
Location: Ukraine, Kiev
Old 05-05-2014 , 03:17   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
Reply With Quote #340

Quote:
Originally Posted by ClassicGuzzi View Post
Those are commands triggered by the map. This is why I hate using the other plugin, you CAN'T set some rule that work right in every map, because each map use it's own rules sometimes.
mini fix
Quote:
PHP Code:
    RegConsoleCmd("sm_dodgeball_turnrate"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_weaponparticle"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_enabled"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_criticals"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_spawninterval"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_reflectinc"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_speedmul"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_maxrockets"CommandOctagon);
    
RegConsoleCmd("sm_dodgeball_basedamage"CommandOctagon);
public 
Action:CommandOctagon(clientargs)
{
    return 
Plugin_Continue;


Last edited by axiom123; 05-05-2014 at 03:18.
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