V
Home Rules Plug-Ins Forums Donate


 
Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 37
  1. #21
    Community Regular
    Join Date
    Nov 2009
    Posts
    52

    Re: How to make Dodgeball maps!

    404'd again.

  2. #22
    Administrator
    Join Date
    Aug 2001
    Location
    Planet Earth
    Posts
    4,358

    Re: How to make Dodgeball maps!

    Updated with new FGD file and fixed link.

  3. #23
    Server Admin
    Join Date
    Dec 2003
    Location
    Cargo Bay
    Posts
    2,889

    Re: How to make Dodgeball maps!

    Quote Originally Posted by voogru View Post
    Updated with new FGD file and fixed link.
    It doesn't look like anything new recently, correct?

    Also, could you remove #4 from your first post, as it's no longer needed.

  4. #24
    Banned
    Join Date
    Jul 2009
    Posts
    27

    Re: How to make Dodgeball maps!

    Voogru how do i put all the dodgeball spawers and stuff and will Source SDK hammer editor work and whats FDG?

  5. #25
    Member
    Join Date
    Jan 2010
    Posts
    64

    Re: How to make Dodgeball maps!

    eum i have problem whit the fgd and sdk he say the configuratsion info.. for the game you`re to edit is missing

    i have put the fgd in sourcesdk\bin\orangebox\bin\dodgeball and it say it ....

  6. #26
    Administrator
    Join Date
    Aug 2001
    Location
    Planet Earth
    Posts
    4,358

    Re: How to make Dodgeball maps!

    Quote Originally Posted by The knight View Post
    Voogru how do i put all the dodgeball spawers and stuff and will Source SDK hammer editor work and whats FDG?
    You need to put the FGD in the orangebox/bin in your SourceSDK, it's the same place as the tf.fgd

    Quote Originally Posted by pascal View Post
    eum i have problem whit the fgd and sdk he say the configuratsion info.. for the game you`re to edit is missing

    i have put the fgd in sourcesdkbinorangeboxbindodgeball and it say it ....
    See above.

    Due to some requests, I have a mapper client available that will allow testing of the maps locally with up to 4 players (listenservers only!).

    PM me for the details if anyone wishes to use this client.

    Note: Only experienced mappers with at least one map previously made will be given access to the client.

  7. #27
    Community Regular
    Join Date
    May 2009
    Posts
    84

    Observations

    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: [ame="http://www.youtube.com/watch?v=3me-GYb2YkY"]YouTube - Dodgeball Magic[/ame]
    • 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.

  8. #28
    Community Regular
    Join Date
    Jun 2009
    Location
    San Jose, California
    Posts
    117

    Re: How to make Dodgeball maps!

    Thanks Exile, this actually helps me a lot.

  9. #29
    Member
    Join Date
    May 2010
    Posts
    14

    Re: How to make Dodgeball maps!

    The file has 404ed again. I want to try making a map.

  10. #30
    Server Admin
    Join Date
    Dec 2003
    Location
    Cargo Bay
    Posts
    2,889

    Re: How to make Dodgeball maps!

    I have the latest FGD available, updated with the most recent DB server update:

    http://www.dawgpaw.com/files/tf_dodgeball.fgd

    Save this file into your SDK directory, which should be somewhere like this (you should see tf.fgd in the same directory):
    SteamSteamApps<steam account name>sourcesdkbinorangeboxbin
    Then in hammer, go into Tools->Options, and on the "Game Configurations" tab, for the TF2 configuration, add this new file to the "Game Data files:" box.

    You should then restart hammer to load in the new file and then the entity will be available.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
 

Copyright 2001-2011 voogru.com. All Rights Reserved.
Voogru, the Voogru logo, are all trademarks or registered trademarks of voogru.com.
All content on this site is the property of Voogru, and unless otherwise specified, may not be reproduced without prior written consent.