now its keep saying mission begins in 10 seconds repeatedly
To be honest, I don't know really, I had this problem before when I was the only one joining the server, it has to do with the sourcemod executing roundstart multipletimes if the round doesn't start.
To be honest, I don't know really, I had this problem before when I was the only one joining the server, it has to do with the sourcemod executing roundstart multipletimes if the round doesn't start.
Perhaps as a temporary fix add a bool to tell the plugin to run the line once?
I would really like to change to your version but i can get the rockets to move/feel the same i.e Orbiting is different with yours then YADBP so i cant get my player to switch to it. If any one could help me in making this plugin feel more like my YODBP i would very much appreciate it.
Current YODBP Config
Spoiler
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" "1" // Does the rocket emit a sound when spawning?
"play beep sound" "1" // Does the rocket emit a beeping sound?
"play alert sound" "1" // 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" "700" // Base speed for the rocket.
"speed increment" "150" // Speed increment per reflection.
"turn rate" "0.170" // Turn rate / tick for this rocket.
"turn rate increment" "0.0175" // Increment per deflection.
"elevation rate" "0.1075" // Elevation rate when deflected (if enabled)
"elevation limit" "0.125" // Maximum elevation when deflected (if enabled)
"control delay" "0.01" // 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" "75" // 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" "1"
"play beep sound" "1"
"play alert sound" "0"
"spawn sound" ""
"beep sound" ""
"alert sound" ""
"beep interval" "0.5"
// >>> Specific behaviour modificators <<<
"elevate on deflect" "1"
"neutral rocket" "0"
// >>> Movement parameters <<<
"damage" "200"
"damage increment" "200"
"speed" "600"
"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" "50"
// >>> Events <<<
"on spawn" ""
"on deflect" ""
"on kill" ""
"on explode" "tf_dodgeball_explosion @dead ; tf_dodgeball_shockwave @dead 200 1000 1000 600"
}
}
"spawners"
{
// >>> Default RED spawner <<<
"red"
{
// >>> Basic parameters <<<
"max rockets" "3" // Max no. of rockets before the spawner can fire another.
"interval" "2" // Minimum time between rocket fires.
// >>> Chances table <<<
"common%" "99" // Chance to spawn a common rocket
"nuke%" "1" // Chance to spawn a nuke rocket
}
// >>> Default BLU spawner <<<
"blu"
{
// >>> Basic parameters <<<
"max rockets" "3" // Max no. of rockets before the spawner can fire another.
"interval" "2.0" // Minimum time between rocket fires.
// >>> Chances table <<<
"common%" "99" // Chance to spawn a common rocket
"nuke%" "1" // Chance to spawn a nuke rocket
}
}
}
My Dodgeball Redux dodgeball Config
Spoiler
Code:
"dodgeball"
{
//Speed of every player (for reference, pyro's base speed is 300).
"PlayerSpeed" "300.0"
//Force player to use pyro
"OnlyPyro" "1"
//Shows an annotation to the client over the rocket when it targets him
"ShowAnnotation" "0"
//When the rocket gets this close to the player, the annotation dissapears. If the rocket spawn/is defelcted this close from the player, the annotation won't be shown.
"HideAnnotationDistance" "600.0"
//Show the hud?
"ShowHud" "0"
//X position of the hud, from 0.00 to 1.00 or -1.0 for center.
"Xpos" "0.0"
//Y position of the hud (first line), from 0.00 to 1.00 or -1.0 for center.
"Ypos" "0.0"
//Color of the hud
"color" "63 255 127"
//When a player makes an "aimed shot" or a super shot this line will appear on his hud.
"supershottext" "Super Shot!"
//Color super shot line
"supershotcolor" "255 0 0"
//Here we define the spawner's limit (and will be overwritten if the map has a spawner config).
"spawner"
{
//Maximum number of rocket that can exists at the same time.
"MaxRockets" "3"
//Dynamically limits the maximum number of rockets, to the number of players on the team with less people alive
"LimitRockets" "0"
//Time after a rocket is destroyed or spawned after trying to spawn another
"SpawnDelay" "2.5"
//This are the classes' chances, they use the section's name to define them.
//The numbers don't have to complete a specific number, so feel free to use them however you want.
//for example 3 and 1 it's like 75% and 25%, but 9 and 1 will be like 90% and 10%
"chances"
{
"Homing Rocket" "99"
"Nuke" "1"
}
}
//Color-coded rockets
//This will make a line in the hud for every rocket and it will have it's own color
//Because of hud limitations the plugin will only track up to 5 rockets (there is only 6 hud channels and one is used for the super shot)
//If there are more than 5 rockets, only one, or AllowMultiRocketColor is off, this will be ignored.
"multirocketcolor"
{
"AllowMultiRocketColor" "0"
"rocket1"
{
//Name of the rocket's color
"colorname" "Red"
//RGB of that color
"color" "255 0 0"
//Material of the trail to use, WITHOUT extension (.vmt/.vtf); will be precached and added to the download list.
//If multirocket color is used, the plugin will ignore the rocket's own trail and will use this one
"trail" "materials/sprites/laser"
//Apply color to rocket's model?
"applycolormodel" "1"
//Apply color to rocket's trail? (maybe you make 5 separates trails with their own color)
"applycolortrail" "1"
//Creates a Light (using the RGB color9 attached to the rocket
"uselight" "1"
}
"rocket2"
{
"colorname" "Blue"
"color" "0 0 255"
"trail" "materials/sprites/laser"
"applycolormodel" "1"
"applycolortrail" "1"
"uselight" "1"
}
"rocket3"
{
"colorname" "Green"
"color" "0 255 0"
"trail" "materials/sprites/laser"
"applycolormodel" "1"
"applycolortrail" "1"
"uselight" "1"
}
"rocket4"
{
"colorname" "Yellow"
"color" "255 255 0"
"trail" "materials/sprites/laser"
"applycolormodel" "1"
"applycolortrail" "1"
"uselight" "1"
}
"rocket5"
{
"colorname" "Magenta"
"color" "255 0 255"
"trail" "materials/sprites/laser"
"applycolormodel" "1"
"applycolortrail" "1"
"uselight" "1"
}
}
//This is a mode on dodgeball that will activate when there are only one person left on each team.
//When this mode starts, a music will be played.
//Finally, each player will have a set amount of lives, and it will lose one everytime a rocket hits him.
//The lives will be shown as an annotation over the player's head, and in the hud. A beep sound will play to the player on his last live.
"1v1mode"
{
//Enables the 1v1 mode
"Allow1v1" "0"
//Lives configuration
"Lives"
{
//Amount of lives that each player gets
"Lives" "3"
//This sounds will be played to a player with just one life left.
"BeepSound" "buttons/blip1.wav"
//The beep sound will be played this often
"BeepDelay" "1.5"
}
//This music will start when the mode starts, keep in mind that every rocket will be deleted and the rocket will go out in 10 seconds after this.
//So it's a good idea to use a song with a nice/epic part on 0:10
"Music"
{
"1" "ui/gamestartup1.mp3"
//"2" ""
}
}
//Sounds used in this game-mode, the plugin will pre-cache them and add them to the download table.
//The plugin will use all of them randomly and this sounds are independent from the rockets.
"sounds"
{
//When the round starts (NOT when the preparation period ends).
"RoundStart"
{
"1" "vo/announcer_dec_missionbegins10s01.mp3"
"2" "vo/announcer_begins_10sec.mp3"
}
//Played to a player that just died.
"OnDeath"
{
"1" "vo/announcer_dec_failure01.mp3"
"2" "vo/announcer_dec_failure02.mp3"
"3" "vo/announcer_am_lastmanforfeit01.mp3"
"4" "vo/announcer_am_lastmanforfeit02.mp3"
"5" "vo/announcer_am_lastmanforfeit03.mp3"
"6" "vo/announcer_am_lastmanforfeit04.mp3"
}
//Played to a player after a kill.
"OnKill"
{
"delay" "5.0" //Time after a kill that the plugin won't reproduce any "OnKill" sound.
"1" "vo/announcer_dec_kill01.mp3"
"2" "vo/announcer_dec_kill02.mp3"
"3" "vo/announcer_dec_kill03.mp3"
"4" "vo/announcer_dec_kill04.mp3"
"5" "vo/announcer_dec_kill05.mp3"
"6" "vo/announcer_dec_kill06.mp3"
"7" "vo/announcer_dec_kill07.mp3"
"8" "vo/announcer_dec_kill08.mp3"
"9" "vo/announcer_dec_kill09.mp3"
"10" "vo/announcer_dec_kill10.mp3"
"11" "vo/announcer_dec_kill11.mp3"
"12" "vo/announcer_dec_kill12.mp3"
"13" "vo/announcer_dec_kill13.mp3"
"14" "vo/announcer_dec_kill14.mp3"
"15" "vo/announcer_dec_kill15.mp3"
}
//Played to the last client alive on every team.
"LastAlive"
{
"1" "vo/announcer_am_lastmanalive01.mp3"
"2" "vo/announcer_am_lastmanalive02.mp3"
"3" "vo/announcer_am_lastmanalive03.mp3"
"4" "vo/announcer_am_lastmanalive04.mp3"
}
}
//Here we manage the flamethrower restriction
//I'm trying to find a solution for these 3 problems
//Remove the flamethrower looping sound
//Remove the rainblower taunt kill
//Allow deflects with phlogistinator (maybe a weapon attribute)
"blockedflamethrowers"
{
"1" "40" //The Backburner (Bugged loop sound)
"2" "215" //The Degreaser (Bugged loop sound)
"3" "594" //The Phlogistinator (You can't deflect with the Phlogistinator you silly )
"4" "741" //The Rainblower (Taunt Kill)
"5" "1146" //Festive Backburner (Bugged loop sound)
}
//Here we define commands to block
"blockcommands"
{
"1"
{
"command" "kill"
"OnlyOnPreparation" "1"
}
"2"
{
"command" "explode"
"OnlyOnPreparation" "1"
}
"3"
{
"command" "build"
"OnlyOnPreparation" "0"
}
}
}
Dodgeball Redux rocketclasses config
Spoiler
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" "materials/sprites/store/trails/fire_line"
//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" "200"
//Damage Increment on deflect
"DeflectDamageInc" "10"
//Base Speed of the rocket. TF2's rocket has a default speed of 1100.0
"BaseSpeed" "700.0"
//Speed Increment on deflect
"DeflectSpeedInc" "150"
//Turn rate per tick
"TurnRate" "0.170" //0.0170 felt closer but still didn't orbit the same
//Turn rate Increment on deflect
"DeflectTurnRateInc" "0.0175"
//Rocket elevation on deflect
"ElevationRate" "0.1075"
//Maxium elevation
"ElevationLimitMax" "0.125"
//Minimum elevation
"ElevationLimitMin" "-0.125"
//Delay in 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" "0.2"
//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 that is locked by the rocket.
"PlayAlertSound" "1"
"AlertSound" "weapons/sentry_spot.wav"
//Played to everyone 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" "1.0"
//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_03.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" "200"
//Push strength of the explosion
"PushStrength" "1000"
//Radius of the explosion
"Radius" "1000"
//After this distance of the explosion, both damage and push strength will go down
"FallOfRadius" "600"
//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 in the spawner's chances.
"Homing Rocket"
{
}
"Nuke"
{
"Model" "models/buildables/sentry3_rockets.mdl"
"BaseDamage" "200"
"DeflectDamageInc" "100"
"BaseSpeed" "500.0"
"PlaySpawnSound" "1"
"SpawnSound" "items/bomb_warning.wav"
"PlayDeflectSound" "1"
"RedDeflectSound" "items/cart_explode_trigger.wav"
"BlueDeflectSound" "items/cart_explode_trigger.wav"
"PlayBeepSound" "1"
"BeepSound" "weapons/sentry_scan.wav"
"BeepInterval" "1.0"
"explosion"
{
"CreateBigExplosion" "1"
}
}
}
}
Hi, there. I've been trying to get Dodgeball to work for my server but I keep getting an exception error message which crashes the server. I've checked the logs and everytime before the server crashes, it happens when the server attempts to enable Dodgeball.
Hi, there. I've been trying to get Dodgeball to work for my server but I keep getting an exception error message which crashes the server. I've checked the logs and everytime before the server crashes, it happens when the server attempts to enable Dodgeball.
Can you show me the error? Also, did you check if you have every dependency (steamtools, tf2items, tf2attributes, etc)?
Sorry but I don't know how to solve your problem :/ It's really weird I have never experienced any crash with the plugin in either windows/linux.
I just tried to run it again. It crashed again. Now it says the server doesn't know the commands relating to the plugin and then a few things about entities.
"Entity 3 <class "player> reported ENTITY_CHANGE_NONE but 'm_hObserverTarget' changed."
"Entity 3 <class "player> reported ENTITY_CHANGE_NONE but 'm_hZoomOwner' changed."