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[TF2] Yet Another Dodgeball Plugin v1.4.1 (1/19/2019)


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Author
cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Plugin ID:
5693
Plugin Version:
1.4.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
Servers with this Plugin:
11 
Plugin Description:
A dodgeball mod for Team Fortress 2, Now being handled by someone
Old 07-09-2017 , 19:12   [TF2] Yet Another Dodgeball Plugin v1.4.1 (1/19/2019)
Reply With Quote #1

[TF2] Dodgeball (1.4.1)
by Damizean, based on Voogru's mod & edited by envynz.


The heck is this Dodgeball gamemode?
This is Damizeans Dodgeball plugin but picked up by a kid who thought let's make this lively again.

Quote:
Originally Posted by Damizean View Post
A game mode inspired in the classic Dodgeball. On this mode, all classes except the Pyro are disabled and the respawn is limited to the same rules as the Arena game mode. Each Dodgeball map has a set of spawn points from where rocket projectiles are fired. These projectiles are designed to follow a target player until the player is killed or the rocket has been deflected.

Based on Voogru's original plugin and similar to Asherkin's plugin, I tried to design this one as flexible as possible without having to mess with the plugin's code.

The configuration included with the plugin contains a base rocket setup and a sample nuke rocket type (along with the model and it's 3DS Max source).
  • The rocket classes are really customizable
  • Each rockets uses an event system, to extend customizability by using custom commands etc.
  • You can setup spawnpoints by using there full target name.
  • You can toggle being airblasted or not with !ab
  • Sick ConVars to make setting up servers easier
CVars
  • tf_dodgeball_enabled - Enables or disables the plugin
  • tf_dodgeball_enablecfg - Config file to execute when enabling the plugin
  • tf_dodgeball_disablecfg - Config file to execute when disabling the plugin
  • tf_dodgeball_speedo - Enable or disable HUD speedometer
  • tf_dodgeball_announce - Enable or disable the kill announces in chat
  • tf_dodgeball_announcekill - Enable or disable who killed who in chat
  • tf_dodgeball_pyrovision - Enable or disable Pyrovision for all players
  • tf_dodgeball_rbmax - Choose how many times a rocket bounces
  • tf_dodgeball_airblast - Enable or disable sm_ab & sm_airblast
  • tf_dodgeball_count_deflect - Enable or disable count of deflects in kill announces
  • tf_dodgeball_rdrbeep - Enable or disable if redirects beep
  • tf_dodgeball_block_tauntkill - Enable or disable damage for the Armageddon Taunt (Default 1)
  • tf_dodgeball_steal_prevention - Enable or disable steal prevention (Default 1)
  • tf_dodgeball_sp_number - Change number of steals before slay, (Default 3)

NOTE : Upon changing tf_dodgeball_airblast & tf_dodgeball_block_tauntkill, probably pays to restart your server or change map.

Commands
  • sm_ab - Toggle being airblasted or not
  • sm_tfdb - Dodgeball Admin Menu

Installation
  • Drag the addons folder over the addons folder on your gameserver and merge
  • Drag the cfg over into the cfg folder on your gameserver and merge
  • If you want the old general.cfg (Referenced later), drag the models and materials folder over the corresponding folders on the gameserver and merge
  • Pick a general.cfg from addons/sourcemod/configs/dodgeball and rename it to general.cfg and delete the other one.
  • Note : General (old).cfg uses the model from the old plugin, and General (new) uses a new resized airstrike model which players don't have to resize!

To-do list
  • Nothing

Requirements
Bugs
  • On the new general.cfg with more than 1 rocket, the plugin will sometimes resize the wrong rocket and not the nuke

Changelog
Spoiler


Pictures
Spoiler


Downloads
The downloads are now back on GitHub!
Check them out there.
https://github.com/blood-git/TF2-Dodgeball/releases

Credits
  • Damizean - Original Plugin
  • ReflexPoison - Speedometer & Announce mph on death
  • ClassicGuzzi - Obeserver Point
  • BloodyNightmare & Mitchell - For original version of AirblastPrevention
  • Powerlord - Original Pyrovision for all plugin

NOTE : The original plugin can be found here.

Last edited by cigzag; 06-04-2019 at 06:45.
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cigzag
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Join Date: Nov 2014
Location: NZ
Old 07-09-2017 , 19:30   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #2

Reserved

Last edited by cigzag; 07-09-2017 at 20:00.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-09-2017 , 19:33   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #3

Instead of using a separate nuke model, how about using one of the regular rockets (or air strike rockets) and setting m_flModelScale on it? Then clients don't need to download anything extra.

With regards to GitHub, you might wanna put up the source for AirblastPrevention; in fact, you should probs attach the SMX's through a GitHub release and leave the repo just for the source files/configs. Definitely avoid putting the nuke model in the repo files.
You can add non-pushability for airblast through TF2Attributes if you really need it (either via airblast vulnerability, or via the push flags on the flamethrowers themselves; attribs 254, 255, 329, etc).

Nice work.
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All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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Last edited by FlaminSarge; 07-09-2017 at 19:56.
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cigzag
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Old 07-09-2017 , 19:37   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #4

Quote:
Originally Posted by FlaminSarge View Post
Edited msg with various other things

Also I can delete/move my post if you want to reserve the second post for future text.
That'd be great cheers

Quote:
Originally Posted by FlaminSarge View Post
Instead of using a separate nuke model, how about using one of the regular rockets (or air strike rockets) and setting m_flModelScale on it? Then clients don't need to download anything extra.

With regards to GitHub, you might wanna put up the source for AirblastPrevention; in fact, you should probs attach the SMX's through a GitHub release and leave the repo just for the source files/configs. Definitely avoid putting the nuke model in the repo files.
You can add non-pushability for airblast through TF2Attributes if you really need it (either via airblast vulnerability, or via the push flags on the flamethrowers themselves; attribs 254, 255, 329, etc).

Nice work.
^^^^ put there for my memory

Last edited by cigzag; 07-09-2017 at 20:00.
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FlaminSarge
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Join Date: Jul 2010
Old 07-09-2017 , 20:00   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #5

Would also recommend lowercasing the plugin/source filenames just as a convention; case-insensitivity on various OS's can end up being a pain (though usually only for model/material paths and not plugins, but better to be consistent, I guess).
__________________
Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
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cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Old 07-09-2017 , 23:58   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #6

No matter what I do, trying to resize the rocket model automatticly just won't work.

I created a server command, tf_dodgeball_resize, put it under nuke in general.cfg
PHP Code:
void RegisterCommands()
{
    
RegServerCmd("tf_dodgeball_explosion"CmdExplosion);
    
RegServerCmd("tf_dodgeball_shockwave"CmdShockwave);
    
RegServerCmd("tf_dodgeball_resize"CmdResize);

PHP Code:
public Action CmdResize(int iIndex)
{
    
int iEntity EntRefToEntIndex(g_iRocketEntity[iIndex]);
    if (
iEntity && IsValidEntity(iEntity))
    {
        
SetEntPropFloat(iEntityProp_Send"m_flModelScale", (2.02.0));
        
SetEntPropFloat(iEntityProp_Send"m_flModelScale", (2.02.0));
    }

However, when I put it through server console, it will resize! (no matter if its a nuke or what)

oh well, I'll work on a fix today so this plugin becomes way better than the old one

Last edited by cigzag; 07-10-2017 at 16:18.
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cigzag
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Old 07-11-2017 , 03:30   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #7

Comment features I should add
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cigzag
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Old 07-12-2017 , 04:13   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #8

Changed general.cfg back to default found in old plugin
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QuantumToast
Member
Join Date: May 2017
Location: US
Old 07-12-2017 , 13:28   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #9

Not sure if this is in the plugin already (haven't tested it), but does this plugin allow rockets to speed up over time even without being reflected? I've been using ClassicGuzzi's Dodgeball Redux plugin and that's the one feature it's lacking that I'd like.
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cigzag
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Old 07-12-2017 , 16:17   Re: [TF2] Yet Another Dodgeball Plugin (Reborn)
Reply With Quote #10

Quote:
Originally Posted by QuantumToast View Post
Not sure if this is in the plugin already (haven't tested it), but does this plugin allow rockets to speed up over time even without being reflected? I've been using ClassicGuzzi's Dodgeball Redux plugin and that's the one feature it's lacking that I'd like.
Repeat timer on gameframe could work, but I don't think it's in this plugin or the old one, but it doesn't really sound like a good idea because the rocket system is not the same as dodgeball redux.
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