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  1. #31
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    Re: How to make Dodgeball maps!

    The FGD has been updated:

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

    + Added "Dodgeball Agility" keyvalue:
    Dodgeball turn radius (0-1). FatBoys auto adjust to 65% less agile. [0.75]

  2. #32
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    Re: How to make Dodgeball maps!

    A new FGD is available inside a new ZIP distributable that you decompress into the /sourcesdk directory and it'll do the rest. I included my icon image for the spawner, which is easier to see than the standard grey box.

    http://www.dawgpaw.com/files/voogru_db_sdk.zip

    What's new in v1.15:
    + New Spawner Keyvalues:
    m_flFatBoyBlastRadius(float) : "FatBoy Blast Radius" : 384 : "Size of the FatBoy's blast radius (damage is constant). [384]"

    + New Spawner Inputs:
    input SetDodgeBallAgility(float) : ""

    + New Rocket Inputs:
    input SetAgility(float) : ""
    input SetDamage(float) : ""

    + New Spawner Image for Hammer (instead of the grey box)
    + New Readme

  3. #33
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    Join Date
    Aug 2010
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    3

    Re: How to make Dodgeball maps!

    [quote=HoundDawg;227038]From the Hammer menu: Tools>Options>Game Configurations, add the dodgeball FGD to the list


    im new to this and what do you mean by "the hammer menu" ??

  4. #34
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    Join Date
    Aug 2010
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    3

    Re: How to make Dodgeball maps!

    [QUOTE=HoundDawg;227038]From the Hammer menu: Tools>Options>Game Configurations, add the dodgeball FGD to the list.

    im a noob at this wot do u mean by "hammer menu"

  5. #35
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    Aug 2010
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    3

    Re: How to make Dodgeball maps!

    and also where do i find the map???

  6. #36
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    Re: How to make Dodgeball maps!

    Sounds like you should go through Valve's mapping tutorial and make one of those HL2 maps first. Your questions sound like you've never touched hammer or created a map at all before. So, learn the basics then come back here and I'm sure it'll make more sense. Start by downloading the HL2 SDK.

  7. #37
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    Join Date
    Aug 2011
    Posts
    26

    Re: How to make Dodgeball maps!

    Seeing that I have the tools to access, is it possible to replace the rocket models to a different existing weapon models? There is this map that I am currently working on that involves shooting "Laser", similar to the Cow Mangler 5000 projectile, that substitute the rocket. Is it possible to make this functional for voogru?

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