This site is a testing version, but all data is shared with the live forum.


Raised This Month: $ Target: $400
 0% 

[TF2] TFDodgeball


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
KBarterCZ
Junior Member
Join Date: Jul 2012
Old 07-22-2012 , 14:09   Re: [TF2] TFDodgeball
Reply With Quote #1

Hello,

First of all, small question about "licence". I've read about Dodgeball and I'd like to make a tfdb_ map for some servers, so first question is easy:

What to use? TFDB_? Is this "free"?

If tfdb_ is ok, then I want to ask you for some kind of how-to or documentation for used entities. I've decompiled tfdb_float_a2 map to reverse-engineer how the map works and I copied some entities which seems to work, but not sure. The problem is entity connection, what the entity must have and what not, because its really complex for me and you have better experience than I. I've created some "stock" maps, but TFDB is new for me.

So, What I have to use? How it should be set-up?

I know this could be bad question on bad place, I looked for tfdb on whole internet but wasn't able to find relevant information. Problem is its TFDB so I presume it has "standartised" settings which are used most TFDB servers. I'm just map-maker.

Here is small list of entities I copied and researched. I've removed light_enviroment, shadow_controler (or something) and env_cubemap cos I don't thing its crucial. It seems like general entities.

List of entities I copied to my map:
info_target (2x) - its named rocket_spawn_red / blue - rockets are spawning here
tf_gamerules - it seems this entity stops dodgeball type game when any team wins
point_servercommand - its named "dodgeball_commands" and it seems most rules are listed here. For me personally, its complex. I dont know what does what and how it should be set up
logic_auto - same as point_servercommand
tf_logic_arena - this enables dodgeball AFAIK
team_round_timer - sudden death?
game_text (2x) - This should be easy, shows text on screen? It has no inputs / outputs...
game_round_win - disables dodgeball, again, sudden death?
game_end - this entity should finish the map or round...


Thanks in Advance! :)
KBarterCZ is offline
yellowblood
Member
Join Date: May 2010
Old 08-10-2012 , 15:17   Re: [TF2] TFDodgeball
Reply With Quote #2

Quote:
Originally Posted by KBarterCZ View Post
Hello,

First of all, small question about "licence". I've read about Dodgeball and I'd like to make a tfdb_ map for some servers, so first question is easy:

What to use? TFDB_? Is this "free"?

If tfdb_ is ok, then I want to ask you for some kind of how-to or documentation for used entities. I've decompiled tfdb_float_a2 map to reverse-engineer how the map works and I copied some entities which seems to work, but not sure. The problem is entity connection, what the entity must have and what not, because its really complex for me and you have better experience than I. I've created some "stock" maps, but TFDB is new for me.

So, What I have to use? How it should be set-up?

I know this could be bad question on bad place, I looked for tfdb on whole internet but wasn't able to find relevant information. Problem is its TFDB so I presume it has "standartised" settings which are used most TFDB servers. I'm just map-maker.

Here is small list of entities I copied and researched. I've removed light_enviroment, shadow_controler (or something) and env_cubemap cos I don't thing its crucial. It seems like general entities.

List of entities I copied to my map:
info_target (2x) - its named rocket_spawn_red / blue - rockets are spawning here
tf_gamerules - it seems this entity stops dodgeball type game when any team wins
point_servercommand - its named "dodgeball_commands" and it seems most rules are listed here. For me personally, its complex. I dont know what does what and how it should be set up
logic_auto - same as point_servercommand
tf_logic_arena - this enables dodgeball AFAIK
team_round_timer - sudden death?
game_text (2x) - This should be easy, shows text on screen? It has no inputs / outputs...
game_round_win - disables dodgeball, again, sudden death?
game_end - this entity should finish the map or round...


Thanks in Advance!
Hi, I'm the author of tfdb_float, I can give you the source file if you want to. Message me.
yellowblood is offline
Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-16-2010 , 22:44   Re: [TF2] TFDodgeball
Reply With Quote #3

downloading definately.
Drixevel is offline
alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-16-2010 , 22:57   Re: [TF2] TFDodgeball
Reply With Quote #4

Awesomeeee I'll be working on a simple map.
__________________
alinayg is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-17-2010 , 02:03   Re: [TF2] TFDodgeball
Reply With Quote #5

Quote:
Originally Posted by crazy-tony View Post
when you increase base damage console will start to either slay ,burn player or make player taunt and so on .. apart from that its working fine ..
Could you send me some server logs along with a plugin list, it must be an incompatibility somewhere.

Quote:
Originally Posted by aRcTiC View Post
thks and what does sm_dodgeball_reflectinc change?
The percentage (sort of) speed increase on the rockets after each airblast.
__________________
asherkin is offline
alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-17-2010 , 02:59   Re: [TF2] TFDodgeball
Reply With Quote #6

Works well on Windows SM 1.3.2 MM 1.8.1.

Suggestions:

Make it so that pyros air blast is 0 ammo. I know that you can make it cost 1 with a hidden cvar but hey /shrugs

Disable respawn so rounds finish.

Rockets shouldn't spawn unless there are two player's on the server.

that's all I can think of atm...

Also Simple working map I made to test, you can add it to your list if you want.


http://dl.dropbox.com/u/1334246/tf2/...gle_a1.bsp.bz2
__________________

Last edited by alinayg; 05-17-2010 at 03:08.
alinayg is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-17-2010 , 05:08   Re: [TF2] TFDodgeball
Reply With Quote #7

Quote:
Originally Posted by alinayg View Post
Make it so that pyros air blast is 0 ammo. I know that you can make it cost 1 with a hidden cvar but hey /shrugs
I try to avoid ever changing the game's cvars, I believe that the refilling ammo is a better solution. I may add a cvar to change the rate aswell, so that you can cause people that spam airblast to run out of ammo.

Quote:
Originally Posted by alinayg View Post
Disable respawn so rounds finish.
Have you tried on an arena map? It should work, the events used may need changing though.

Quote:
Originally Posted by alinayg View Post
Rockets shouldn't spawn unless there are two player's on the server.
I actually tested it all in the beginning only with myself just airblasting the rockets back. It was still very fun .

Quote:
Originally Posted by alinayg View Post
Also Simple working map I made to test, you can add it to your list if you want.
Looks cool.
__________________
asherkin is offline
Thrawn2
Veteran Member
Join Date: Apr 2009
Old 05-17-2010 , 05:14   Re: [TF2] TFDodgeball
Reply With Quote #8

Quote:
Originally Posted by alinayg View Post
Disable respawn so rounds finish.
i think this should be handled in an external plugin. Some people want to use this plugin for koth maps, disabling respawn would break normal gamemodes ;)

kinda offtopic: shouldnt it be possible to turn any normal map into an arena map by adding a corresponding logic entity? if so, then a new plugin should be created which then could be combined with dodgeball, resulting in a no-respawn dodgeball.
Thrawn2 is offline
alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 05-17-2010 , 05:58   Re: [TF2] TFDodgeball
Reply With Quote #9

Quote:
Originally Posted by [AAA] Thrawn View Post
i think this should be handled in an external plugin. Some people want to use this plugin for koth maps, disabling respawn would break normal gamemodes ;)

kinda offtopic: shouldnt it be possible to turn any normal map into an arena map by adding a corresponding logic entity? if so, then a new plugin should be created which then could be combined with dodgeball, resulting in a no-respawn dodgeball.
I'll test out the arena theory tomorrow when i wake up lol.

Haven't looked around for one that does this though, don't know if it exists... yet, might not even need it if the arena logic entity thing works.

Edit: Updated map

Made triangles bigger
Moved infospawn back
Added a few lights

http://www.lostbrotherhood.com/orang...gle_a2.bsp.bz2
__________________

Last edited by alinayg; 05-17-2010 at 06:15.
alinayg is offline
crazy-tony
Member
Join Date: Aug 2008
Old 05-17-2010 , 10:27   Re: [TF2] TFDodgeball
Reply With Quote #10

Quote:
Originally Posted by [AAA] Thrawn View Post
i think this should be handled in an external plugin. Some people want to use this plugin for koth maps, disabling respawn would break normal gamemodes ;)

kinda offtopic: shouldnt it be possible to turn any normal map into an arena map by adding a corresponding logic entity? if so, then a new plugin should be created which then could be combined with dodgeball, resulting in a no-respawn dodgeball.

i also agree that it should possibly be handled by another plugin giving the option of diferent types of maps to be run ..
__________________
crazy-tony is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:38.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode