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Author Topic: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)  (Read 27390 times)

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April 21, 2012, 02:28:26 PM
Reply #60

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #60 on: April 21, 2012, 02:28:26 PM »
I really suck at coding, so could someone tell me how to make the telly block shots? I tried to make a different tellyspawner (tellyspawner2) that spawned telly2. Then, I made a telly2 and changed the -SOLID to +SOLID, but it didn't work. Any idea why?

April 21, 2012, 02:53:42 PM
Reply #61

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #61 on: April 21, 2012, 02:53:42 PM »
Try using the +REFLECTIVE flag. If you're trying to make the ball bounce off it, that might work.

Starting to code up the dodgeball now. I'll make the HUD colours match the team colours to make it more fun.

April 21, 2012, 03:06:46 PM
Reply #62

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #62 on: April 21, 2012, 03:06:46 PM »
What does the +SOLID flag do then? (I'm slowly learning, just bear with me)

April 21, 2012, 03:13:11 PM
Reply #63

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #63 on: April 21, 2012, 03:13:11 PM »
It makes the actor solid, such as item 1 and other players. The radius and the height determine how big the solid bit is (if it's a projectile, that'll be it's hitbox).

April 21, 2012, 04:13:10 PM
Reply #64

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #64 on: April 21, 2012, 04:13:10 PM »
I added (maybe too many) yoku blocks to the actual stage and the skybox for prettyness.

(click to show/hide)

Btw, the white one closest to the right side of the image is (I'm pretty sure) in the skybox.

April 21, 2012, 05:44:07 PM
Reply #65

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #65 on: April 21, 2012, 05:44:07 PM »
Sexy.

I'll have some time today so I might actually be able to contribute more than 1 court to this.

April 21, 2012, 08:05:31 PM
Reply #66

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #66 on: April 21, 2012, 08:05:31 PM »
If an actor were a PROJECTILE and you made it +REFLECTIVE, would it still be able to reflect shots compared to a non-projectile? Because the Telly is considered a projectile.

April 21, 2012, 08:29:39 PM
Reply #67

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #67 on: April 21, 2012, 08:29:39 PM »
If a projectile is reflective, then it will reflect other shots unless it has the DONTREFLECT flag (or something similar to that. The dodgeball weapon wont have any of those flags so it will bounce back normally like how it should do.

Here's the list of other actor/projectile flags, just in case you need any of them.

April 21, 2012, 10:22:19 PM
Reply #68

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #68 on: April 21, 2012, 10:22:19 PM »
YAYZ! I DID IT!!!! Here's the link so you can see for yourself.

EDIT: Download removed. Go forward 2 pages

April 21, 2012, 11:30:37 PM
Reply #69

Offline -FiniteZero-

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Re: [GAME MODE] Dodgeball mode
« Reply #69 on: April 21, 2012, 11:30:37 PM »
I may feel like making a court for this, but I'm not sure which ones are taken. Could you please put a list of some sort on the front page of all courts made and in progress?

April 21, 2012, 11:55:07 PM
Reply #70

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #70 on: April 21, 2012, 11:55:07 PM »
Quote from: "FiniteZero"
I may feel like making a court for this, but I'm not sure which ones are taken. Could you please put a list of some sort on the front page of all courts made and in progress?
So far:
Cut by Shade
Centaur, Crystal, Wood by me
Tomahawk by Knux
Heat by Doc

Thats whats been shown here so far.

April 22, 2012, 12:12:57 AM
Reply #71

Offline xColdxFusionx

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Re: [GAME MODE] Dodgeball mode
« Reply #71 on: April 22, 2012, 12:12:57 AM »
Quote from: "TheDoc"
It's also kind of hard to hit the tellies even when you're trying, so if I wanted to make their hitboxes bigger, would I mess with the scale?

Code: [Select]
Radius #
Height #

Where # is a number of some sort. Try 20 and see if that works. If not, mess around with it until it does.

April 22, 2012, 12:13:20 AM
Reply #72

Offline -FiniteZero-

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Re: [GAME MODE] Dodgeball mode
« Reply #72 on: April 22, 2012, 12:13:20 AM »
Kay. I maaay possibly do Gravity Man. If I can come up with good ideas for it.

April 22, 2012, 12:33:32 AM
Reply #73

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #73 on: April 22, 2012, 12:33:32 AM »
Quote from: "FiniteZero"
Kay. I maaay possibly do Gravity Man. If I can come up with good ideas for it.
Obviously keep the gimmick from Gravity's map as I did with Crystal and Centaur, and Doc added to Heat, so the swapping gravity.  Maybe the gravity generator things separating parts of the side for cover and higher elevations accessible when the grav is low.

April 22, 2012, 12:43:52 AM
Reply #74

Offline Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #74 on: April 22, 2012, 12:43:52 AM »
For Gravity Man, how about the stage shrinking on high gravity and going back to normal on low gravity? It makes sense when you think about it.