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[TF2] TFDodgeball


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voogru
Inspector Javert
Join Date: Oct 2004
Old 05-20-2010 , 03:35   Re: [TF2] TFDodgeball
Reply With Quote #51

Quote:
Originally Posted by crazy-tony View Post

i already have a custom built version of a bomb in both red and blu if you like the idea ...

Is that the model I had made?
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alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-20-2010 , 04:14   Re: [TF2] TFDodgeball
Reply With Quote #52

Quote:
Originally Posted by crazy-tony View Post
Second a cvar for the return rocket sped ...ie the speed after each reflect ,,,so it speeds up each time ..
Quote:
Originally Posted by asherkin View Post
  • "sm_dodgeball_reflectinc" = "0.02" - Percentage(ish) the rocket speed is increased per-airblast.
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FrozenHaxor
Senior Member
Join Date: Jun 2009
Location: Poland
Old 05-20-2010 , 12:51   Re: [TF2] TFDodgeball
Reply With Quote #53

Poor voogru, why everyone always copycats your things
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crazy-tony
Member
Join Date: Aug 2008
Old 05-20-2010 , 14:11   Re: [TF2] TFDodgeball
Reply With Quote #54

Quote:
Originally Posted by voogru View Post
Is that the model I had made?

nope .. it was made for us by someone else ...
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 05-20-2010 , 16:40   Re: [TF2] TFDodgeball
Reply With Quote #55

Quote:
Originally Posted by FrozenHaxor View Post
Poor voogru, why everyone always copycats your things
Because they're so epicly amazing.
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yellowblood
Member
Join Date: May 2010
Old 05-20-2010 , 16:42   Re: [TF2] TFDodgeball
Reply With Quote #56

asherkin, I have an idea about making the movement of the rockets better.
By "better movement" I mean rockets tend to go up and move in somehow ballistic way.

It goes like this (wow algorithm in words, just like high-school):

As soon as someone reflects a rocket, you search the next possible target, randomly.
If there isn't target in range, the rocket keeps flying until it finds one (just as it does now).

When it finds a target, you take the current X/Y/Z of the player.
You then set the target of the rocket above the play, that means - X/Y/MaxHeight.
After some hundreds of milliseconds, you set the target back to the player.

It will create more interesting movement without killing the server's CPU. It is also possible to set targets on mid heights, like MaxHeight - (MaxHeight - Z)/2 , etc.

Hope you got me there.
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yellowblood
Member
Join Date: May 2010
Old 05-21-2010 , 17:32   Re: [TF2] TFDodgeball
Reply With Quote #57

Updates and summery of my maps so far:

EDIT: Links deleted, go here for the last versions

tfdb_baseball_a2
Converted from its voogru's dodgeball version, this is my first map ever. As all of my map, this is a single rocket map with the arena mod on and one rocket is more than enough to kill a player, so be alert.

tfdb_octagon_a3
Octagon, my second map, has a very simple and basic design. The important thing is that it's fun

tfdb_rows_a1
Rows is an odd map. I had an idea and this is what came up. Not many players like the limited movement this map gives, but the gameplay is unique!

Last edited by yellowblood; 05-30-2010 at 16:43.
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-21-2010 , 19:22   Re: [TF2] TFDodgeball
Reply With Quote #58

well maybe if i could open the VMF in hammer then i'd be able to make maps like crazy i has time.
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-21-2010 , 19:48   Re: [TF2] TFDodgeball
Reply With Quote #59

nvm, got it. Boy am i a dumbass.
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astokes
New Member
Join Date: May 2010
Old 05-21-2010 , 20:40   Re: [TF2] TFDodgeball
Reply With Quote #60

How would one get access to the settings in the test server you set up to have nukes come out and add a bot perhaps?
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