Spreadfire
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Posts: 233
Nonchalantly acting with blithe insouciance.
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« Reply #870 on: May 22, 2011, 11:51:11 am » |
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]LNW[Twitcher/RA/
Disc Jockey Pride
Has the touch; the power

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Posts: 8750
Fraggin' Ragle. Gibbing your shit.
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« Reply #871 on: May 23, 2011, 02:03:00 am » |
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Nintendo Zapper for the Spy.
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linux98
Guest
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« Reply #872 on: May 23, 2011, 03:17:04 am » |
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NES? Yes! *highfives*
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Chef Kittay
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« Reply #873 on: May 25, 2011, 08:14:03 pm » |
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A simple pyro tennis mod I need to play an 8-bit version !
Couldn't make the rocket spawn correctly
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RebelINS
Martial Expert
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Posts: 6679
Future is so bright I gotta wear shades
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« Reply #874 on: May 25, 2011, 08:42:49 pm » |
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pyro tennis mod is easy. i've elaborated on my version of pyro tennis many times before. bare minimum: make the flamethrower shoot rockets on m1. remove the ammo cost for airburst extra stuff: alternates between teams/players when they can serve add different variants of the firebug: - normal - regular jump, regular speed, regular reflect power, regular airburst hitbox
- spiker - high jump, slower speed, stronger reflect power, smaller and lower angled hitbox
- saver - low jump, higher speed, weaker reflect power, larger and higher angled hitbox
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Chef Kittay
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« Reply #875 on: May 25, 2011, 08:47:09 pm » |
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pyro tennis mod is easy. i've elaborated on my version of pyro tennis many times before. bare minimum: make the flamethrower shoot rockets on m1. remove the ammo cost for airburst extra stuff: alternates between teams/players when they can serve add different variants of the firebug: - normal - regular jump, regular speed, regular reflect power, regular airburst hitbox
- spiker - high jump, slower speed, stronger reflect power, smaller and lower angled hitbox
- saver - low jump, higher speed, weaker reflect power, larger and higher angled hitbox
This is win but I'm very bad at game maker to me its harder then C++ th?
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♫Sani Sani Disco♫
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« Reply #876 on: May 25, 2011, 09:10:53 pm » |
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A pyro tennis modA pyro tennis mod is incredibly easy, it just requires a little work.
For starters, as stated, no ammo reduction on airblast. No damage from weapons, either. Faster airblasts and slower rockets, as well.
As far as rockets go, just make a spawner that shoots them. The first one needs to be red, the next ones being granted to the team that gets a successful kill (or the same team if it really takes that long to kill someone). This is because random variables don't work out too well online :p Don't forget to make them seek out a target, as well.
Pyro tennis, dodge ball; semantics
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I don't like it.  Oh, well, you might as well pack up and stop now, because he doesn't like it Asdf64: "ultros turned me on" - sani 2013
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RebelINS
Martial Expert
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Posts: 6679
Future is so bright I gotta wear shades
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« Reply #877 on: May 25, 2011, 09:18:00 pm » |
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random variables can work fine in online games. you just have to sync it properly, and make sure only the host is rolling the rng. i managed to do it in INSmod.
Also, I think the rocket needs to be affected by gravity slightly, so you can do drop shots, lobs, and so certain reflects aren't ridiculously angled (ie. high angled reflects that no one can reach).
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♫Sani Sani Disco♫
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« Reply #878 on: May 25, 2011, 09:31:58 pm » |
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Huh, random variables working online. Fancy that.
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I don't like it.  Oh, well, you might as well pack up and stop now, because he doesn't like it Asdf64: "ultros turned me on" - sani 2013
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Psychopath
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« Reply #879 on: May 25, 2011, 09:32:52 pm » |
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I find that having it act like a grenade works better. It makes it more like volleyball depending on how steep gravity will be affecting it. Which, if you want to do the different types of firebug idea that Rebel suggested, you could actually have vary depending on that. Huh, random variables working online. Fancy that.
I helped
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« Last Edit: May 25, 2011, 09:33:18 pm by Psychopath »
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
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♫Sani Sani Disco♫
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« Reply #880 on: May 25, 2011, 09:37:04 pm » |
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I personally think dodge ball would work best, but that's mostly because it uses homing rockets. Volleyball could work
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I don't like it.  Oh, well, you might as well pack up and stop now, because he doesn't like it Asdf64: "ultros turned me on" - sani 2013
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Psychopath
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« Reply #881 on: May 25, 2011, 09:47:53 pm » |
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The one that I had used custom entities that would be able to detect which team got the point. It would detect if a player hit the "ball" but didn't go over the "net" or if it went outside the boundaries. I used the CTF scoreboard and a capture would be scored whenever, I even coded deuces and whatever. First to 21...Damn, I miss my old HD, had so many mods that I threw together on a lazy afternoon but didn't upload.
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
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RebelINS
Martial Expert
Offline
Posts: 6679
Future is so bright I gotta wear shades
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« Reply #882 on: May 25, 2011, 09:52:40 pm » |
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i think dodgeball would work great as an entirely different mod, as opposed to one with just having a few modified gg2 weapons.
it would be great because projectile syncing would only be limited to a single projectile (the dodgeball). this gives the mod a lot of leeway for altering how the dodgeball works with stuff like homing shots, curving, time/slow fields, stop balls, rising shots, drop shots, etc.
of course, you'd have to implement the other basic stuff like pseudo three dimensional playfield with proper hitboxes, catching, jumping, and what not.
this would be awesome.
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Chef Kittay
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« Reply #883 on: May 26, 2011, 06:36:29 pm » |
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okay lets start then any narrow maps that can be used for dodgeball courts ?
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Floyd Pinkerton
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« Reply #884 on: May 26, 2011, 11:52:46 pm » |
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here's a tennis map i made a while back 
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 Waiting to cut out the deadwood.
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