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


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Author
SmackDaddy
Veteran Member
Join Date: Oct 2009
Plugin ID:
1862
Plugin Version:
1.0
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Dodgeball gameplay mod for Team Fortress 2
    Unapprover:
    Reason for Unapproving:
    Download link domain expired
    Old 07-17-2013 , 15:56   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #1

    For those of you using the plugin .... what are the settings to make it spawn one rocket at a time, to a "max" depending on the number of players?

    i.e. for 6 players or less, only one rocket will ever be in play......for 6-11 players, two rockets max can be in play....and for 12-18 players, up to 3 rockets can be in play at once....

    Thank you in advance.
    SmackDaddy is offline
    ReZy
    SourceMod Donor
    Join Date: Dec 2012
    Old 07-20-2013 , 17:10   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #2

    Quote:
    Originally Posted by SmackDaddy View Post
    For those of you using the plugin .... what are the settings to make it spawn one rocket at a time, to a "max" depending on the number of players?

    i.e. for 6 players or less, only one rocket will ever be in play......for 6-11 players, two rockets max can be in play....and for 12-18 players, up to 3 rockets can be in play at once....

    Thank you in advance.
    // >>> Basic parameters <<<
    "max rockets" "1" //Change this to 3

    As for regarding for players on how many rockets it should spawn per player, that might have to be coded into the plugin.

    Also no idea about this, but also into the map. I have 1 map which spawns 2 rockets, but another which spawns 1.

    Might want to get a coder for more detailed explanation.
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    Spartan_C001
    Senior Member
    Join Date: Jul 2013
    Old 07-26-2013 , 16:24   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #3

    Quote:
    Originally Posted by ReZy View Post
    // >>> Basic parameters <<<
    "max rockets" "1" //Change this to 3

    As for regarding for players on how many rockets it should spawn per player, that might have to be coded into the plugin.

    Also no idea about this, but also into the map. I have 1 map which spawns 2 rockets, but another which spawns 1.

    Might want to get a coder for more detailed explanation.
    This would probably be fairly easy to implement, check how many players are in game, then set a multiplier for number of rockets for each multiple of 6 players you have in the server, 1-6= 1 rocket 7-12 = 2 13-18 = 3 etc

    I would attempt to do this myself but looking at the 2k+ lines i'll either leave it so someone else or do it for a price, the time for testing etc will be a lot for something like that to make sure everything is all working

    You should have a look through the source code and check the variables, more importantly the ones to do with max rockets etc (not MAX_ROCKETS, but the g_iSpawnersMaxRockets array)

    i'm going to say it's somewhere in this part of the code;
    PHP Code:
    public Action:OnDodgeBallGameFrame(Handle:hTimerany:Data)
    {
        
    // Only if both teams are playing
        
    if (BothTeamsPlaying() == false) return;
        
        
    // Check if we need to fire more rockets.
        
    if (GetGameTime() >= g_fNextSpawnTime)
        {
            if (
    g_iLastDeadTeam == _:TFTeam_Red)
            {
                new 
    iSpawnerEntity g_iSpawnPointsRedEntity[g_iCurrentRedSpawn];
                new 
    iSpawnerClass  g_iSpawnPointsRedClass[g_iCurrentRedSpawn];
                if (
    g_iRocketCount g_iSpawnersMaxRockets[iSpawnerClass])
                {
                    
    CreateRocket(iSpawnerEntityiSpawnerClass_:TFTeam_Red);
                    
    g_iCurrentRedSpawn = (g_iCurrentRedSpawn 1) % g_iSpawnPointsRedCount;
                }
            }
            else
            {
                new 
    iSpawnerEntity g_iSpawnPointsBluEntity[g_iCurrentBluSpawn];
                new 
    iSpawnerClass  g_iSpawnPointsBluClass[g_iCurrentBluSpawn];
                if (
    g_iRocketCount g_iSpawnersMaxRockets[iSpawnerClass])
                {
                    
    CreateRocket(iSpawnerEntityiSpawnerClass_:TFTeam_Blue);
                    
    g_iCurrentBluSpawn = (g_iCurrentBluSpawn 1) % g_iSpawnPointsBluCount;
                }
            }
        }
        
        
    // Manage the active rockets
        
    new iIndex = -1;
        while ((
    iIndex FindNextValidRocket(iIndex)) != -1)
        {
            switch (
    g_iRocketClassBehaviour[g_iRocketClass[iIndex]])
            {
                case 
    Behaviour_Unknown: {}
                case 
    Behaviour_Homing:  { HomingRocketThink(iIndex); }
            }
        }

    The number of players in game (or just alive players) would need to be retrieved then used to set a multiplier. Not sure how you would do that but yeah, i think its going to be some part of that bit of code that needs editing.
    Spartan_C001 is offline
    XaxaXoxo
    Senior Member
    Join Date: Feb 2011
    Old 07-17-2013 , 16:05   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #4

    hi

    This code https://forums.alliedmods.net/showpo...&postcount=119 dosnt work after last update. I have to wait the tf2items update? Or this problem can be solve differently?
    XaxaXoxo is offline
    SmackDaddy
    Veteran Member
    Join Date: Oct 2009
    Old 07-17-2013 , 17:40   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #5

    Did you update to the latest snapshot of TF2items?
    SmackDaddy is offline
    Derpy Hooves25
    Member
    Join Date: Jul 2013
    Old 07-26-2013 , 05:57   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #6

    The download link isn't working for me :l
    Derpy Hooves25 is offline
    Spartan_C001
    Senior Member
    Join Date: Jul 2013
    Old 07-26-2013 , 16:09   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #7

    Here is the original .zip i downloaded a long long time ago!
    Attached Files
    File Type: zip TF2_Dodgeball_1_0.zip (4.85 MB, 412 views)
    Spartan_C001 is offline
    ReZy
    SourceMod Donor
    Join Date: Dec 2012
    Old 07-26-2013 , 16:12   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #8

    Yeah, the link hasn't been working for a really long time. I got mine from an old friend.
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    thenumb3rguy
    Senior Member
    Join Date: Oct 2012
    Location: Hong Kong
    Old 07-29-2013 , 08:29   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #9

    How to disable rocket hitting the ground and explode, i see other servers's rockets reflect instead of exploding
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    thenumb3rguy is offline
    Spartan_C001
    Senior Member
    Join Date: Jul 2013
    Old 07-29-2013 , 20:48   Re: [TF2] Yet Another Dodgeball Plugin (1.0) - 08/05/2010
    Reply With Quote #10

    Quote:
    Originally Posted by thenumb3rguy View Post
    How to disable rocket hitting the ground and explode, i see other servers's rockets reflect instead of exploding

    Rocket bounce mod, i dont have a link but a search should find it easy enough. Would do myself but on my phone. Also its not disabling it from exploding, rather justmaking it bounce, when you do install rocketbounce, i would recommend 50 as the best value, that way if the rocket gets stuck, you arent sat waiting for it to bounce 1 million times.
    Spartan_C001 is offline
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