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[TF2] TFDodgeball


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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-18-2011 , 11:17   Re: [TF2] TFDodgeball
Reply With Quote #491

Quote:
Originally Posted by ck0 View Post
Guys, Look at the map that a friend made for me 8D





And yeps, king of the hill
Well, well, well... what do we have here?

I'm sorry, I apologize for the bad pun. It's just weird seeing arena_well (I almost said cp_well, but the BLU base on the right is wrong for that) with the building's walls and ceiling missing and a fence around the area instead.
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Last edited by Powerlord; 08-18-2011 at 11:20.
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Nikey646
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Join Date: Apr 2011
Old 08-18-2011 , 14:03   Re: [TF2] TFDodgeball
Reply With Quote #492

Quote:
Originally Posted by SmackDaddy View Post
Sounds like you don't have your "arena" set-up properly....I had this problem in the beginning as well, but got it working. Soon as I figure out what I did, I will re-post here....
could it be that 've thrown all my commands that are to be used by defualt into config-arena.cfg ?? and just edited the mapcycle to a new txt file with all the db names in there?
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Cuz
Senior Member
Join Date: May 2007
Location: Alaska
Old 08-18-2011 , 20:42   Re: [TF2] TFDodgeball
Reply With Quote #493

Quote:
Originally Posted by asherkin View Post
Code:
#define NUKE_MODEL "models/buildables/sentry3_rockets.mdl"
Right at the top of tf_dodgeball.sp, just change it and recompile (yes, it'll be an option one day...)

No guarantees there wont be issues though, collision testing could get wobbly.
Thank you great information, was able to change the nuke model ...
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-18-2011 , 22:07   Re: [TF2] TFDodgeball
Reply With Quote #494

Quote:
Originally Posted by snelvuur View Post
I removed my windows install, went to linux. Had the same issue with the loadout. That weaponrestrict.smx fixed the other issues. Its always the first round is ok but the second round you would get your loadout back.
After many, many, many hours of debugging this with Snelvuur, I've found the cause of the issue.
Yellowblood's TFDB maps set sm_dodgeball_enabled to 0 after round end, this means it's disabled until round start for the next round, which causes spawned players to get their regular loadout and the ability to change class during this time.
As I've said many times, this is not, and has never been an issue with TFDB itself.
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asherkin
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Join Date: Aug 2009
Location: OnGameFrame()
Old 08-18-2011 , 23:47   Re: [TF2] TFDodgeball
Reply With Quote #495

Install package has now been updated with a fixed build for today's update.
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Nikey646
Member
Join Date: Apr 2011
Old 08-19-2011 , 03:52   Re: [TF2] TFDodgeball
Reply With Quote #496

ok, i think this may be server side, but any help on fixing it?

every time i load a db map, i need to type "/sm_rcon mp_waitingforplayers_cancel 1" to start it (i know, ignore the /sm_rcon part).

is there any way to make it do that every time a map change?

Also, now that i've figured out how to get players to spawn, rockets are spawning in the 10 seconds before battle? how can i stop that from happening?

Last edited by Nikey646; 08-19-2011 at 05:32.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 08-19-2011 , 04:02   Re: [TF2] TFDodgeball
Reply With Quote #497

dunno why, but if you need it you can always put it in the autoexec.cfg file.
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Cuz
Senior Member
Join Date: May 2007
Location: Alaska
Old 08-20-2011 , 20:12   Re: [TF2] TFDodgeball
Reply With Quote #498

Quote:
Originally Posted by asherkin View Post
Install package has now been updated with a fixed build for today's update.
No Nukes after this update, can anyone confirm?
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yellowblood
Member
Join Date: May 2010
Old 08-21-2011 , 01:56   Re: [TF2] TFDodgeball
Reply With Quote #499

Quote:
Originally Posted by asherkin View Post
After many, many, many hours of debugging this with Snelvuur, I've found the cause of the issue.
Yellowblood's TFDB maps set sm_dodgeball_enabled to 0 after round end, this means it's disabled until round start for the next round, which causes spawned players to get their regular loadout and the ability to change class during this time.
As I've said many times, this is not, and has never been an issue with TFDB itself.
Oh man I'm so sorry...

Although I believe I only did that because earlier versions of your mod continued to shoot rockets after the round ended, so I had to prevent it somehow
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 08-21-2011 , 05:58   Re: [TF2] TFDodgeball
Reply With Quote #500

yellowblood: i dont know if possible but it would be handy if you could report which maps. (although i just took the map pack a few pages back, and those seem fine)

Ash was quick: tfdb_octagon_a5, tfdb_spacebox, tfdb_float_a2, tfdb_baseball_a3, tfdb_rows_a2
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Last edited by snelvuur; 08-21-2011 at 06:04.
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