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[DoD:S] DeathMatch


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Root_
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Join Date: Jan 2012
Location: ryssland
Old 02-18-2013 , 01:33   Re: [DoD:S] DeathMatch
Reply With Quote #11

alencore, that's definitely a good news!
I also hope that author will add FFA support. I already tried to adapt DoDS-Bots by Dog for FFA but no chance

About spawnpoints: just stand where you want to add a spawnpoint and type in chat !addsp allies or axis (although no matter what team are you using in FFA mode) X amount of times and type !savesp to save them
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alencore
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Join Date: Oct 2011
Old 02-18-2013 , 01:57   Re: [DoD:S] DeathMatch
Reply With Quote #12

Nice! Tnx for the fast response.

As for ffa support I think Cheeseh can easily add that since his bot supports ffa hl2dm so may be some
additional codes would make his bot on dods shoot at each other for pure ffa will soon see.
That will truly adds more fun to dods than css since css bots can't do ffa.

btw - can you add an option to enable/disable capturing/bombing points on tdm mode?
probably would be fun since the bots are still trying the capture areas to enable that so they won't
stay there since their won't leave unless they captured it. there are maps that's looks more fun spawning
in a tdm way but with objectives.
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Last edited by alencore; 02-18-2013 at 08:18.
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Root_
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Old 02-18-2013 , 11:35   Re: [DoD:S] DeathMatch
Reply With Quote #13

Quote:
Originally Posted by alencore View Post
btw - can you add an option to enable/disable capturing/bombing points on tdm mode?
probably would be fun since the bots are still trying the capture areas to enable that so they won't
stay there since their won't leave unless they captured it. there are maps that's looks more fun spawning
in a tdm way but with objectives.
That's a good idea! I'll implement that after SM 1.5.0 release I think
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alencore
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Join Date: Oct 2011
Old 02-19-2013 , 00:46   Re: [DoD:S] DeathMatch
Reply With Quote #14

cool!
btw I noticed rcbot2 with your plugin or sourcemod seems to be solid players now when they bump to each other. without sourcemod plugins their back to being non solid players so they don't get stuck to each other when their on a collision path or walking the exact space.

Any way to make them non solid again?

edit...
Ok seems v1.0 is good for non snapshot version of sourcemod and made rcbot2 non solid players good for maps
that tend to have narrow spaces so much less bot stuck ups.

Last edited by alencore; 02-22-2013 at 07:14.
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alencore
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Join Date: Oct 2011
Old 02-24-2013 , 01:43   Re: [DoD:S] DeathMatch
Reply With Quote #15

Hi again lol just wanna know if there's away to make spawn points on dods_dm v1. I know their all in the
deathmatch.cfg but is there a command to make and save them like in v3? Seem v1 is better since bots are non solid players compared to v3.
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Root_
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Old 02-24-2013 , 07:04   Re: [DoD:S] DeathMatch
Reply With Quote #16

Hello!
Sorry for the late response.
I just put all DM in one archive, so unfourdately vesion 1.0 is not allowed to create spawnpoints (and I dont recommend to use it at all)
And in FFA mode players should not go through another (because it makes hard to kill via melee weapon)
But in TDM everything should be as default (ie teammates isnt solid). I remember a bug on mode switch > when you switch game from FFA to TDM, players still cant go through another. A solution was settings a game mode in config and changing map
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alencore
Senior Member
Join Date: Oct 2011
Old 02-24-2013 , 18:55   Re: [DoD:S] DeathMatch
Reply With Quote #17

Ok tried switching from ffa to - tdm or tdm - ffa - tdm again and still on tdm bots (teamates) are still solid players. on the dod_deathmatch.cfg tdm is enabled already. guess sourcemod snapshot 1.5 is doing something ok will just try disable your plugin to check that.

update...
ok confirmed after disabling your plugin bots are back to non solid so something is making them solid on tdm
hope you can check that out and find a solution coz I prefer using v3.1, you know bots tends to get stuck too often on one another on tdm if their teamates are all solid.
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Last edited by alencore; 02-25-2013 at 00:46.
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Root_
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Old 02-25-2013 , 07:02   Re: [DoD:S] DeathMatch
Reply With Quote #18

Ok updated DM to version 3.2
-Fixed wrong ShouldCollide hook on mode changing (i.e. when teammates was solid in TDM)
-Added new ConVar dm_lockobjectives which was requested for TDM. This feature enables or disables all objectives on a map, and will work only if dm_mode is 0
-Fixed a bug when round wasnt restarted on mode toggle
-Used SteamTools as optional extension now
-Minor changes
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alencore
Senior Member
Join Date: Oct 2011
Old 02-25-2013 , 07:46   Re: [DoD:S] DeathMatch
Reply With Quote #19

Wow tnx muchos for the update!
dm_lockobjectives...totally works!
And yeah their non solid on tdm after switching modes.

Again tnc u very much for the update!
I'm enjoying it so much!

Btw - rcbot2 will soon be able to play real ffa on dods. FFA Code has been added already and it was really easy according to Cheeseh so will just have to wait for his next release.

Last edited by alencore; 02-25-2013 at 09:10.
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alencore
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Join Date: Oct 2011
Old 03-04-2013 , 06:56   Re: [DoD:S] DeathMatch
Reply With Quote #20

Hi yo!
Here's a little report. First off really love your plugin unfortunately it creates lots of lags
after about 10-15 minutes of gameplay along rcbot2. Lags deminishes if a round has been
won and a new game starts or if I change game modes. Hope you check that out if it's just on my end.

Plugins used during game:
dm_extendedstamina.smx
dod_deathmatch.smx
sm_ragdolls.smx

...yeah just those 3. I've disabled all those other plugins sourcemod snapshot puts
thinking was the coz of the lags but same effect.

No lags if I disable your plugin though.
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