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Author Topic: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)  (Read 27393 times)

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May 20, 2012, 08:53:18 PM
Reply #120

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #120 on: May 20, 2012, 08:53:18 PM »
Well I was thinking that the map could have about 5 or 6 dodgeballs actually. But eh, 6 may be too much. Maybe 3 or 4 maximum, slowing the player down with more balls collected.

May 20, 2012, 09:06:28 PM
Reply #121

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #121 on: May 20, 2012, 09:06:28 PM »
Just keep the game balance in mind. Stocking up balls would be very cheap the game would become team-that-can-hoard-all-the-balls-wins thing. 2 per team, max of 4 on a total court, player gets only 1. That would be the most balanced way.

And on the weapon, can you add a little arrow above someone's head when they hold the weapon just to indicate who has it? Or maybe a color change or something?

May 20, 2012, 09:38:16 PM
Reply #122

Offline -FiniteZero-

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Re: [GAME MODE] Dodgeball mode
« Reply #122 on: May 20, 2012, 09:38:16 PM »
Another thing...

When you don't have the ball, you should have a weapon that you can use to catch the ball, but you can't hold it down, you have to actually press it with good timing. And when you have the ball, maybe you could do something similar where the Alt would hold up the ball you're holding so you can block a thrown ball. That alt would last as long as the catching wep.

May 21, 2012, 01:43:07 AM
Reply #123

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #123 on: May 21, 2012, 01:43:07 AM »
Quote from: "FiniteZero"
Another thing...

When you don't have the ball, you should have a weapon that you can use to catch the ball, but you can't hold it down, you have to actually press it with good timing. And when you have the ball, maybe you could do something similar where the Alt would hold up the ball you're holding so you can block a thrown ball. That alt would last as long as the catching wep.

Both of these having a long cooldown.

June 03, 2012, 08:02:49 PM
Reply #124

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #124 on: June 03, 2012, 08:02:49 PM »
So I've compiled all the courts into a pk3 and it all looks good. All we need is the weapon and we'll be good to go.

The one thing I'm just concerned is making it so you can't switch weapons to all the things you are given since it is tlms.

June 04, 2012, 04:28:55 PM
Reply #125

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #125 on: June 04, 2012, 04:28:55 PM »
K, I've done the weapon.

http://www.sendspace.com/file/weoh7x

At the moment it doesn't have catch or an icon to show who has a ball, but if you really want that I could probably do something like that in future.

In the maps, you need to put a few dodgeballs in the middle. I'd suggest about 4-6, but that's your choice. To do this, place "DodgeBallPickup" in the maps (thing number 31452). Players have to go grab the balls as they do not start with any.

For each map, you need to add this script. (It may not be functional, as I haven't actually tested it yet. It should work though)
(click to show/hide)
This code should take away whatever you happen to have in your inventory and give you "DodgeBallWepGiver", which gives players the dodgeball weapon that matches their team colour. This was just taken from something else I made, not sure if there's a simple ClearInventory technique or something. Make sure you compile the script!.

Feel free to adjust the speed and bounce amount of the weapon if you feel the need to!

Everything else should be in the weapon file. Copy and paste it all in.

June 04, 2012, 10:23:32 PM
Reply #126

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #126 on: June 04, 2012, 10:23:32 PM »
Yesyesyes thank you

Just a few questions (bear with me since I don't code ha)

1. What does compiling scripts mean?

2. How do I get it into doom builder so I can put it into the maps.

June 04, 2012, 10:35:51 PM
Reply #127

Offline Gummywormz

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Re: [GAME MODE] Dodgeball mode
« Reply #127 on: June 04, 2012, 10:35:51 PM »
When you open a map in Doom Builder, there should be a paper icon. Click it and paste the script in. Then click on the ligntning bolt on the far right side. Below is a significantly cleaned up script of michael712's version. (You could also just remove the lms randomizer from the game.)

(click to show/hide)

June 04, 2012, 11:08:38 PM
Reply #128

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #128 on: June 04, 2012, 11:08:38 PM »
Double edit: Kinda confused, so I have a map open, I put the script in, compiled it, all good. So should I do something with the pk3? Do I edit something or add something?

Or do I put spawns down and then just load the game with the pk3?

June 05, 2012, 03:40:23 PM
Reply #129

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #129 on: June 05, 2012, 03:40:23 PM »
If it was me I'd place 'things' in the map with ThingID being 31452. When you play it in doom builder they will show up as <!> but when you load it with the .pk3 that has the weapon and all the maps it will be a collectible dodgeball. (You'll need to do it this way to even have the weapon)

Basically:
1) Places things with ThingID being 31452 in the places of the map where you want the dodgeballs to be
2) Put the saved map in the .pk3 with everything in it
3) Load it up normally and it should work

June 05, 2012, 10:22:05 PM
Reply #130

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #130 on: June 05, 2012, 10:22:05 PM »
And when you say thing ID, does that mean when I go into the thing menu and I see thing type, I just put those numbers in there?

June 06, 2012, 11:05:08 AM
Reply #131

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #131 on: June 06, 2012, 11:05:08 AM »
The number where most other things have 5 digit numbers, yeah.

June 08, 2012, 11:27:05 PM
Reply #132

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #132 on: June 08, 2012, 11:27:05 PM »
Ok so there's a problem. When I apply the stuff, either 1 of 2 things happen.

1. The dodgeballs all spawn, but you don't have the weapon and you have a Mega Buster and can't switch

2. You are given the weapon, but no dodgeballs spawn.

Here's pictures of the code. Tell me if anything looks wrong.

(click to show/hide)

June 23, 2012, 05:25:49 PM
Reply #133

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #133 on: June 23, 2012, 05:25:49 PM »
I hate to do this, but bump because I still can't figure it out. If someone can, I can put all the maps into a pk3 and send it to anyone who can put the code together right.

February 23, 2013, 11:11:59 PM
Reply #134

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #134 on: February 23, 2013, 11:11:59 PM »
Wow, this project has been dead for a while...

Look, this mode was really close to being done. I needed to put the dodgeball weapon in all the maps, compile everything into one pk3, and bang, it would be done, and at that I don't even know if the weapon is even functional. I just don't know how to, I'm really bad at coding and scripts and stuff.

If someone would be willing to put it all together for me, I would be so grateful. C'mon, this project can succeed!  :D