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Zonas

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Jul 16th, 2019
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  1. // -------------------------------------------------------
  2. // Events
  3. // -------------------------------------------------------
  4. //
  5. // In order to further customize the rocket types, you can
  6. // set a command to be executed when a certain event happens
  7. // with a dodgeball rocket.
  8. //
  9. // The events that are right now implemented are the following:
  10. //
  11. // on spawn- When a rocket spawns.
  12. // on deflect- A client has deflected a rocket.
  13. // on kill- One of the rockets has killed the client.
  14. // on explode- Same as on kill, only triggered once.
  15. //
  16. // The possible parameters passed for the commands are the following.
  17. //
  18. // @name - Name of the projectile type
  19. // @rocket - Rocket entity index
  20. // @owner - Owner client userid
  21. // @target - Target client userid
  22. // @dead - Last dead client
  23. // @speed - Speed of the rocket
  24. // @deflections - Number of rocket deflections
  25. //
  26. // -------------------------------------------------------
  27. // Commands
  28. // -------------------------------------------------------
  29. //
  30. // For using with the events system, the plugin has two useful
  31. // commands if you want to make kickass explosion blasts.
  32. //
  33. // tf_dodgeball_explosion <client>
  34. // Shows a huge explosion at the location of the specified client.
  35. //
  36. // tf_dodgeball_shockwave <client> <damage> <force> <radius> <falloff>
  37. // Wich applies a huge shockwave at the location of the client.
  38. //
  39. // If you are able to write plugins, you can include your custom
  40. // commands too!
  41. // -------------------------------------------------------
  42.  
  43. tf2_dodgeball
  44. {
  45.  
  46. "general"
  47. {
  48. "music" "1" // Play music on Dodgeball gamemode?
  49.  
  50. "round start" "1" // Music to play on round start (before gameplay start)
  51. "round end (win)" "1" // Music to play for the winner team
  52. "round end (lose)" "1" // Music to play for the loser team
  53. "gameplay" "1" // Music to play when the gameplay starts. This one stops
  54. // at round end.
  55.  
  56. "use web player" "0" // If the use of web player is enabled, these will be
  57. "web player url" "" // used instead of the gameplay music
  58. }
  59.  
  60. "classes"
  61. {
  62. "150 %"
  63. {
  64. // >>> Basic parameters <<<
  65. "name" "truc" // Full name of the rocket type
  66. "behaviour" "homing" // The only behaviour right now is homing :P
  67. "model" "" // Default: Common rocket model
  68. "is animated" "1" // Only works when using a custom model
  69. "play spawn sound" "1" // Does the rocket emit a sound when spawning?
  70. "play beep sound" "1" // Does the rocket emit a beeping sound?
  71. "play alert sound" "1" // Does the rocket emit an alert sound to the client when being targetted?
  72. "spawn sound" "" // Default: Sentry rocket sound
  73. "beep sound" "" // Default: Sentry searching sound
  74. "alert sound" "" // Default: Sentry client spotted sound
  75. "beep interval" "0" // Emit sound every x time
  76.  
  77. // >>> Specific behaviour modificators <<<
  78. "elevate on deflect" "1" // Does the rocket can elevate after deflection?
  79. "neutral rocket" "0" // Does this rocket has no team based targets?
  80.  
  81. // >>> Movement parameters <<<
  82. "damage" "0" // Base damage done by the rocket.
  83. "damage increment" "0" // Increment per reflection.
  84. "speed" "1750" // Base speed for the rocket.
  85. "speed increment" "225" // Speed increment per reflection.
  86. "turn rate" "0.290" // Turn rate / tick for this rocket.
  87. "turn rate increment" "0.0180" // Increment per deflection.
  88. "elevation rate" "0.125" // Elevation rate when deflected (if enabled)
  89. "elevation limit" "0.150" // Maximum elevation when deflected (if enabled)
  90. "control delay" "0.0" // Delay until the rocket starts tracking the target after a deflection.
  91. "critical chance" "100" // Percentage of chance for a critical rocket.
  92. "no. players modifier" "0.0" // Increment based upon the number of players in the server.
  93. "no. rockets modifier" "0.0" // Increment based upon the number of rockets fired since the start of the round.
  94. "direction to target weight" "25" // Weight modifier for target selection, based upon the direction of the rocket
  95. // to the client.
  96. // >>> Events <<<
  97. "on spawn" "" // Actions to execute on rocket spawn.
  98. "on deflect" "" // Actions to execute when a rocket is deflected.
  99. "on kill" "" // Actions to execute when a rocket kills a client.
  100. "on explode" "" // Actions to execute when a rocket kills a client (triggered once).
  101. }
  102. }
  103.  
  104. "spawners"
  105. {
  106. // >>> Default RED spawner <<<
  107. "Red"
  108. {
  109. // >>> Basic parameters <<<
  110. "max rockets" "1" // Max no. of rockets before the spawner can fire another.
  111. "interval" "2.0" // Minimum time between rocket fires.
  112.  
  113. // >>> Chances table <<<
  114. "100 %%" "100" // Chance to spawn a common rocket
  115. }
  116.  
  117. // >>> Default BLU spawner <<<
  118. "Blue"
  119. {
  120. // >>> Basic parameters <<<
  121. "max rockets" "1" // Max no. of rockets before the spawner can fire another.
  122. "interval" "2.0" // Minimum time between rocket fires.
  123.  
  124. // >>> Chances table <<<
  125. "truc%" "100" // Chance to spawn a common rocket
  126. }
  127. }
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