I think I broke it with my bot :O
This seems to only happen when the rocket is the sentry rockets and super high speeds are reached. https://youtu.be/Xi6RscGWQvc
I think that the problem is that the rocket is so fast that it teleports from one location to another when it tries to "move" I don't think that I can do anything about it, but normal people never go beyond 3000 hm/s, what was the speed on that video?
Is there a conversion for the old single rocket plugin to the newest version? I noticed in the configs that the base values for rocket speed and turn rate weren't even close.
Old version:
/ >>> 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" "150" // Speed increment per reflection.
"turn rate" "0.215" // Turn rate / tick for this rocket.
"turn rate increment" "0.0275" // Increment per deflection.
New version:
//Base Speed of the rocket. TF2's rocket has a default speed of 1100.0
"BaseSpeed" "1100.0"
//Speed Increment on deflect
"DeflectSpeedInc" "50"
//Turn rate per tick
"TurnRate" "0.05"
//Turn rate Increment on deflect
"DeflectTurnRateInc" "0.005"
You had advised me previously to lower the TurnRate, but what would be the equivalent of .215 in the old version?
I think that the problem is that the rocket is so fast that it teleports from one location to another when it tries to "move" I don't think that I can do anything about it, but normal people never go beyond 3000 hm/s, what was the speed on that video?
Oh yeah lol, I'm sure that can't be fixed as the speed I was at is inhumanly possible (Don't remember what the speed was). I got to 254 deflects by using the pyro auto reflect plugin against my bot. However, if I do the same thing with the normal rockets, it gets so fast that it crashes my game, lol. Just uploaded it for shits n giggles and thought I'd share .
Is there a conversion for the old single rocket plugin to the newest version? I noticed in the configs that the base values for rocket speed and turn rate weren't even close.
Old version:
/ >>> 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" "150" // Speed increment per reflection.
"turn rate" "0.215" // Turn rate / tick for this rocket.
"turn rate increment" "0.0275" // Increment per deflection.
New version:
//Base Speed of the rocket. TF2's rocket has a default speed of 1100.0
"BaseSpeed" "1100.0"
//Speed Increment on deflect
"DeflectSpeedInc" "50"
//Turn rate per tick
"TurnRate" "0.05"
//Turn rate Increment on deflect
"DeflectTurnRateInc" "0.005"
You had advised me previously to lower the TurnRate, but what would be the equivalent of .215 in the old version?
The thing is most values are used in the same way, is just that I wrote different values on the default files. Those values are from the Yet Another Dodgeball Plugin, turn rate is bigger there because the plugin calculate the direction less often, but the speed it's the same: hammer units per second.
I made this plugin so everyone could edit it to whatever they want, but there isn't any consistency between the first dodgeball plugin/ YADP 's turnrate and this one, you'll have to try until you got what you want, this is what I use on my server btw:
Spoiler
PHP Code:
"rocketclasses"
{
//The plugin will NOT use this class, this is used to define the default values.
//This values will be used if they aren't specified on a class
//DO NOT EDIT except if you know what you are doing.
"default"
{
//Material of the trail to use, WITHOUT extension (.vmt/.vtf); will be precached and added to the download list.
"Trail" ""
//Model of the rocket, WITH extension (.mdl) ; will be precached and added to the download list.
"Model" ""
//Model size of the rocket when it spawns
"ModelSize" "1.0"
//Size increment after a deflect
"DeflectSizeInc" "0.0"
//Base damage of the rocket (since it will be crit, it will deal more damage.
"BaseDamage" "300"
//Damage Increment on deflect
"DeflectDamageInc" "0"
//Base Speed of the rocket tf2's rocket has a default speed of 1100.0
"BaseSpeed" "900.0"
//Speed Increment on deflect
"DeflectSpeedInc" "50"
//Turn rate per tick
"TurnRate" "0.1"
//Damage Increment on deflect
"DeflectTurnRateInc" "0.002"
//Delay ins seconds after being deflected
"DeflectDelay" "0.1"
//Select a the closest target on deflect. If it's 0 it will be random.
"TargetClosest" "1"
//Allow "aimed" shots, if the player is aiming directly to another player, the rocket will go to that player.
"AllowAimed" "1"
//Speed of an aimed shot. The plugin with use this factor with the acumulated speed.
"AimedSpeed" "2.0"
//Max time this rocket can bounce on walls (use zero if you don't want this feature). Keep in mind that the counter resets on deflect.
"MaxBounce" "10"
//Delay in seconds after the rocket just bounced before the rocket start turning to it's target again.
"BouceDelay" "0.1"
//If 1 the rocket will keep trying to go in the original direction (this means it could bouce multiple times until it goes aways from the floor. If 0 the rocket will relaly bounce and ignore the rocket's direction before the bounce.
"BounceKeepDirection" "0"
//Sounds used by the plugin, they all will be precached and added to the download list.
//Use paths without sound/
//Played to everyone when the rocket spawns
"PlaySpawnSound" "1"
"SpawnSound" "weapons/sentry_rocket.wav"
//Played to a player is locked by the rocket
"PlayAlertSound" "1"
"AlertSound" "weapons/sentry_spot.wav"
//Played to everyone (except the locked player) when a team deflects. I added this for a custom "ping-pong" sound later.
"PlayDeflectSound" "0"
"BlueDeflectSound" "items/cart_explode_trigger.wav"
"RedDeflectSound" "items/cart_explode_trigger.wav"
//Played from the rocket to everyone every BeepInterval
"PlayBeepSound" "0"
"BeepSound" "weapons/sentry_scan.wav"
"BeepInterval" "2.5"
//Played to everyone when the rocket bounces.
"PlayBounceSound" "1"
"BounceSound" "mvm/melee_impacts/bottle_hit_robo01.wav"
//Played to a player who makes an aimed shot.
"PlayAimedSound" "1"
"AimedSound" "weapons/airstrike_fire_crit.wav"
//Big explosion with effects, shockwave, and a damage radius
"explosion"
{
//Create big explosion when the rocket explodes?
"CreateBigExplosion" "0"
//Damage of the explosion
"Damage" "100"
//Push strength of the explosion
"PushStrength" "200"
//Radius of the explosion
"Radius" "500"
//After this distance of the explosion, both damage and push strength will go down
"FallOfRadius" "200"
//Sound played when the big explosion is triggered
"Sound" "mvm/mvm_bomb_explode.wav"
}
}
//Here we define all the classes, everything that you don't define here will have the default values
"Classes"
{
//Remember that the section name, will be the name used by the plugin.
"Rocket"
{
}
"Aerial Rocket"
{
"Model" "models/weapons/w_models/w_rocket_airstrike/w_rocket_airstrike.mdl"
I have a high turnrate because I don't like orbit, but when I started to test the new plugin on my server, I allowed orbit to go easy on people, and I think that everything below 0.08 made the rocket orbitable (with speed on 1100 I think).
I love this plugin a lot. Makes it feel like the good ol' speed dodgeball days from Chronic. Here's some suggestions:
1) Allow players to disable/enable (enabled by default) the sentry beep (when the rocket is targeting them) via client prefs (cookies)
2) Have a config/cvar option to enable/disable (disabled by default) airblasting players, pushing them back (preferably a command too, that way I can toggle it on/off at special occasions)
3) Have a config/cvar option to change the speedometer to MPH.
Bug to report. When there are multiple people vs 1, and that 1 players kills all the remaining players with 1 rocket, the next round is bugged. The game thinks there is a 1v1 duel going on and there are no rocket beeps, no annotations, and the player who won the previous round has 2 lives. Kinda messes everything up. Maybe each round needs a proper reset to prevent this?
Bug to report. When there are multiple people vs 1, and that 1 players kills all the remaining players with 1 rocket, the next round is bugged. The game thinks there is a 1v1 duel going on and there are no rocket beeps, no annotations, and the player who won the previous round has 2 lives. Kinda messes everything up. Maybe each round needs a proper reset to prevent this?
Added to my ToDo list, sorry for the lack of updtes I'll work on this this weekend:
*Change speed units.
*Allow airblast config (included in per map configs).
*Fix annotations when the rocket is destroyed.
*Add cookies to enable/disable the beep sound and the rocket annotation.
*Fix the bug when one destroys everybody.
When you change the speed unit, if it is not just cosmetic on the HUD, please provide the conversion formula for us. By the way people are really liking the update after a few tweaks from default.
When you change the speed unit, if it is not just cosmetic on the HUD, please provide the conversion formula for us. By the way people are really liking the update after a few tweaks from default.
Don't worry, I'll add a config thing to choose between these:
Normal (HM/s) - Normal with units on the hud (HM/s) - Km/h - MPH
Multiply Hammer unit by 0.426 to get Miles per hour (15/352)
Multiply Hammer unit by 0.686 to get Kilometers per hour (15/352 *1.609)
Also, what few tweaks? maybe I should change the default values for the plugin.