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[TF2] TFDodgeball


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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-22-2010 , 04:05   Re: [TF2] TFDodgeball
Reply With Quote #61

good luck getting bots to do this and also good luck with the nuke. XD
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yellowblood
Member
Join Date: May 2010
Old 05-22-2010 , 04:34   Re: [TF2] TFDodgeball
Reply With Quote #62

The bots work, they reflect the rockets, that's how I test my maps.

tf_bot_add 4

GL.
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-22-2010 , 09:39   Re: [TF2] TFDodgeball
Reply With Quote #63

Well i do admit i have lacking of research or testing for bots but from my understanding they crash if their isn't a control point but then again im wrong about most things.

On another note: I am working on a map to contribute towards the development of this plugin and i hope people enjoy it.
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alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-22-2010 , 15:53   Re: [TF2] TFDodgeball
Reply With Quote #64

@ Yellow Blood

Could you post a simple vmf of your working arena version, can't seem to get mine to work correctly.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-23-2010 , 11:10   Re: [TF2] TFDodgeball
Reply With Quote #65

Quote:
Originally Posted by yellowblood View Post
Not many players like the limited movement this map gives, but the gameplay is unique!
I think maybe a D shaped area for each player might work better, you could increase the distance between each 'ship' as well. I felt quite claustrophobic playing the first time.

Sorry there hasn't been a 'proper' update this weekend, I've been doing quite a bit of work on the back end stuff, specifically updating the version of CEntity to the latest dev version, which will provide a lot more room for features in future versions.

If any of you have noticed the handle errors on mapchange and the rare crash if you airblast a rocket while it's inside of you, both of these issues have now been fixed.

(If you ever want to see what I'm currently working on, you can check out the change log here.)
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yellowblood
Member
Join Date: May 2010
Old 05-23-2010 , 13:27   Re: [TF2] TFDodgeball
Reply With Quote #66

I just love the transparency of your development, really appreciated. Thank you.

I need to think about what to do with tfdb_rows. The problem is if I give more room, players will be able to dock rockets by ducking (making the rocket hit the floor under their feet). Though it might be better to create more maps, since there are so few right now.
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Nightbox
Senior Member
Join Date: Apr 2008
Old 05-23-2010 , 16:00   Re: [TF2] TFDodgeball
Reply With Quote #67

Tbh baseball is the only decent one
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-23-2010 , 16:31   Re: [TF2] TFDodgeball
Reply With Quote #68

Quote:
Originally Posted by Nightbox View Post
Tbh baseball is the only decent one
That's your personal opinion. Also a rather useless statement, you don't even offer any feedback.

Personally octagon is my favourite.

So as not to post without anything useful:
I haven't had a chance to play octagon_a3 yet so I don't know what was changed, but I would like to see a larger area outside the barrier in the future, would work very well with the loopy nature of the new tracking code (I'll post a test version tomorrow hopefully, I found a few more bugs that need squishing first).
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yellowblood
Member
Join Date: May 2010
Old 05-23-2010 , 16:49   Re: [TF2] TFDodgeball
Reply With Quote #69

Quote:
Originally Posted by asherkin View Post
I haven't had a chance to play octagon_a3 yet so I don't know what was changed, but I would like to see a larger area outside the barrier in the future, would work very well with the loopy nature of the new tracking code (I'll post a test version tomorrow hopefully, I found a few more bugs that need squishing first).
I love you.
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Thrawn2
Veteran Member
Join Date: Apr 2009
Old 05-23-2010 , 17:55   Re: [TF2] TFDodgeball
Reply With Quote #70

uuhm, i did understood the baseball comment wrong i guess.
but could you implement a baseball dodgeball? with sandman and homing balls? would be a nice variation, especially because its harder to reflect.
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