I figured I'd post some observations I noticed though mapping and playing the game. Most of these should be helpful at some point during mapping if you're using logic and whatnot.
- OnDodgeballSpawned triggers for both regular rockets and nukes while OnDodgeballDestroyed triggers only for regular rockets. Perhaps OnDodgeballDestroyed could be changed to include bother with a new "OnRocketSpawned/Destroyed"?..
- A nuke dealing 0 damage will still blow people around with its explosion. This is somewhat obvious as evidenced by friendly nuke detonations.
- Nukes do not deal traditional damage for whatever reason and will not trigger normal damage events. A func_button's damage event can be triggered by a rocket explosion but not a nuke, even when the rocket's damage is at 0.001 which effectively deals no damage to the player. Nukes also seem to ignore ubercharges although that hardly matters in dodgeball.
- A rocket does not collide with the person that reflects it but it can collide with anyone else. If a player reflects a rocket and teamswaps, the rocket will be unable to hit them since it's their own. Video:
- fa_dodgeball_rocket and fa_dodgeball_fatboy are the class names for the rockets and nukes respectively
- A kill input on a rocket or nuke will cause it to disappear without exploding. A trigger_multiple with a filter_multi can effectively become a rocket/nuke killing trigger
- Considering that the dodgeballs are based off of the soldier rockets, they likely inherit all of the inputs, outputs, and keyvalues found here: http://dl.dropbox.com/u/3569419/tf_p...ile_rocket.txt
- I can confirm that kill and ignite work on the dodgeballs. Most others are untested.
- The explode/detonate functions for dodgeballs don't seem to work.
- Glass materials and "invisible" don't seem to block the rockets line of sight. I believe nodraw still blocks the line of sight of the rocket however. This only applies to solid brushes. BlockLOS does not block the rocket's line of sight either.