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Old about page can be found here
swagvile dodgeball book
Welcome to swagville dodgeball encyclopedia

Here you will find information you wanna understand: how shit works here👨‍💻​, what unique features 💥​server uses, how to get good 💪, all usefull commands ⚙️, how to earn / exchange swagcoins for items 💵🤑, how to config your game for maximal performance 📈, see server ststatistics 📊 / ranks 🥇 / chat activity 💬, learn how swagville rocket 🚀 physics works in detail, informaiton about our rich rtd🎲, how ai🤖bot works and how to control his behaviour, jetpack ✈️ and why its even here, about our fabolous tournaments 🏆 with real prizes🎁, where to contact 🗣️ other players / administration etc
☚ with the help of navigation panel at left.
last edit: 2024-10-14 18:04:49

So basically, this server was established back in the summer of 2016, driven by the desire for fun and the freedom to play with no restrictions, offering a radical departure from other conventional dodgeball servers with their imbalanced gameplay and absurd rules dictated by (no offense) less than astute admins and moderators. As the years rolled on, SwagVille (also referred as SV) evolved and struck a harmonious balance between casual, goof-around playability, and competitive ping-pong-inspired action. It achieves this with its smooth, controllable, yet intricately nuanced semi-wave, multi-dimensional physics, along with a challenging yet somewhat cryptic ranking system that keeps players on their toes and encourages them to become better and stronger, without penalties for defeats like in some other sorts of speedrun like games.

See the navigation at left side of the screen to find what SV has to offer (all information is grouped by tabs), or just scroll down to see it all.
last edit: 2024-10-03 23:57:44

nigga
Click me
https://wiki.teamfortress.com/wiki/Dodgeball/ru
Dodgeball (tfdb) is an unofficial game mode for Team Fortress 2, created using the Source engine. In this mod, only the Pyro is selectable (due to airblast requirments), also the mod uses a set of rules and methods used of Arena mode. Wikipedia link: here (Please note that the information from Wikipedia is outdated and in many ways no longer relevant).
SWAGVILLE DODGEBALL
In this game mode, the main goal is simple - to become the last team standing or possibly the last player standing. In classic dodgeball mode, an average game round typically starts with a rocket spawning  from the center of a map and then a random player (not really random?) randomly selected.

The rocket will follow specified player with specific speed (#Rocket physics) until it either hits him or the player "reflects" (airblast attack) the rocket using the flamethrower's compressed air, thereby sending it to another player on the enemy team.
After each reflection, the rocket's speed usually increases (but can also slow down, see section "rocket speed" s4), which makes subsequent reflections harder and harder until the rocket hits a player who either dies or loses some health (see chapter rocket_damage), and then the new rocket appears again at the default spawn speed (40mph), which is repeated until there is only one surviving team or player left.


Having its roots and some player base in Europe since 2010 or so, dodgeball has not taken root in Russia at all due to players not understanding the meaning and purpose of this mode, since dodgeball can seem incomprehensible or even boring if players are not familiar with its unique mechanics and rules. This page will try to correct this misunderstanding by trying to explain and popularize this game mode among Russian (and not only) players.

There are 4 modes played on swagville:
1v1 mode

standard 1v1 mode (against a bot or against another player)
In 1v1 mode in Dodgeball, you are left alone with your opponent. This mode gives you the opportunity to show off your skills and strategy without having a team to support you or being able to send a missile to another player.

This mode is an intense duel between two players. Players control the direction and behavior of their rockets as they try to deceive and hit each other with that rocket. The main skill in 1v1 mode is timing, accuracy, reaction, and unpredictability. Every successful hit reduces enemy's hp or kills him (to make health not to decrease upon rocket hits, you can activate duel mode)
Team mode

Typical team fight be like
In Dodgeball playing in team mode, you play as a part of a team with other players supposedly to help and cover you, working together (or getting in each other's way) to become the last team standing. This mode assumes coordination and tactical interaction with your team, but in reality it is usually joyful chaos while everyone fight for themself.

Not many people are able to handle such chaotic gameplay, therefore Team mode usually doesn't last long due to everybody quit and leaving it to 1v1 mode again.
Control point mode

Ye nigga russia plays dodgeball it's own way
This mode can be played using any TF2 maps! In particular the control point arena. But any map is suitable for it (for example cp_orange), and the rocket is not created from the center of the map as usual, but directly from the players, through voice commands (MEDIC!). Moreover, the number of rockets on the map is limited in such a way that there is no more than one rocket for each player involved in those rocket's targets.

This mode has only one limitless round, and the respawn time is only 10-20 seconds after death, which is great when there are a lot of people on the server (because of this, this mode has not found popularity due to being the only server supporting this, plus it's insufficient number of players, so this mode is raw, but still works)
Tournament mode

Reds vs Reds, everyone is by himself
A special unique competitive mode added at the end of 2022, point of which is a dodgeball version of battle royale, combines both a 1v1 mode (every man for himself) and a team mode (for example, weaker players can unite against stronger ones) and with the same goal - to remain be the last one alive also win some nice prizes at the same time (#swagcoins).

To carry out a tournament, it needs a strong group of at least 5 players, so this mode, again, is difficult to carry out due to the lack of players at swagville. For more details and tournament history, see the #tournaments tab.

At first glance, a boring mode with the right approach turns out to be a  competitive discipline, with its pace and reaction game reminding some kind of cyber table tennis with full control of the direction of the rocket (see flicks s8), but with the important difference that dodgeball forgives mistakes and misses (s1), thereby having a lower entry threshold
However, in order to play this mode at its full potential, you need to make in-depth s6 client settings linktoothertab - These settings will help you achieve maximum efficiency and control in the game.
last edit: 2024-09-18 22:46:29

Ever since old 2010th times on other servers there's a shit ton of rules, which u gotta obey even if you not aware of em. This makes gameplay dull scenario-like not competitive abusive jailbreak 1984 shit, especially at many players online, where instead of having fun, all people do is argue who did or did not break rules, others just stay quiet and obey, while admins keep spamming !sm_slay !sm_kick cuz they can. SV thinks differently on that matter of rules:
Somebody block your movements?
Stay inside your #spawn zone, because when you press mouse2 at reflect and your rocket gets stealed inside your spawn zone - you will instantly automaticly re-reflect it which will either kill the stealer, or will save you some extra time. Additionally you can burn #flameattack that mothafucka inside your spawn zone, while they, being inside enemy spawn, can neither steal teammate rockets, nor doing multiple reflect, nor having #fastreflect. You can also use jetpack to run away from blockers/pushers back to your safe spawn zone anytime!
Somebody spins the rocket for too long or delays the game by destroying the rocket?
Let em be, they will explode themselves within few seconds xd
Teammates keep stealing and not let you play?
Well, that's their will, if you keep yourself away form battlefield - you won't get no action (same as irl huh). You could just switch the team to fight those gangsta wannabes, or ask nicely not to do so (might even work), or try to teamkill stealers once you get the rocket xd. But swagville has always been action-aimed, so the intense ratio choice is up to you.
Somebody micspam?
If that's funny, why nah? If not, use !votemute, or, better yet, just mute the player through Escape button spoiler:(that might additionally gag the player for u too even if u still want to see him typing). Also there is voice_enable 0 console command to disable EVERYBODY's mic for you (by muting one with this command, you're also muting others).
Somebody bindspams/overagressive?
There is no public working /votegag command, but you can still just mute em thro same escape as method above.

At swagville there is only 1 rule for you:
Play on your fun, and respect the right of others having fun. Embrace each others differences, and discover a way to be friends!
Skill ranks - PTS and Points
last edit: 2025-06-08 22:01:51
nnn here will be displayed follows: How PTS counts, speed, multiplier, complexity formula, Repetitiveness patterns cutting pts, Unpredictivety factor multiplying pts, rocket speed reflect history has a strong influence on complexity, manipulations with !rocket command also cuts pts relativly, to the point where best pts results are still obtainable only in classic speed mode, best pts gaining strategy to link into "how to" tab.

information here shows theoretical approach to this matter, all actual inconsistencies from presented here information are considered to be bugs and will either be listed here, or to be alerted in our discord if you wish to help with this.

➕ The code template showing rocket speed reflect history influence on complexity...
get_good_-_get_pts
Here mphCut is value which multiplies Complexity on each reflect. High accelerated rocket increase rocket complexity, slow rocket acceleration decrease complexity up to 0 (*0 = no pts gaining at all), works together without conflicts with Repetitiveness and Unpredictivety factors by using mathematical multiplication. 
mphCut = 1 when rocket accelerates normally (+5 mph average)
mphCut = <1 when rocket doesnt accelerates at all, due to !rocketspeedmax limit reached or constant speedreverses (+0 mph average)

percent = (ReflectSpeedPlayerHistory[iClient][0]*1.0/ReflectSpeedPlayerHistory[iClient][1]*1.0 + ReflectSpeedPlayerHistory[iClient][0]*1.0 / ReflectSpeedPlayerHistory[iClient][2]*1.0 )-1.5;

if (percent > 1.0) percent *= percent;
new Float:mphCut = percent;
mphCut -= 1.0;
mphCut *= 0.8; //how much it affects 1- max 0 min
//oct 2023 limit high gain on slow rocket to test
if (g_fRocketSpeedMPH[iIndex] < 100 && mphCut < 0.0 && g_fRocketSpeedMPH[iIndex] > 0)
{
	mphCut /= (0.01*g_fRocketSpeedMPH[iIndex]); // supposed that mphCut<0
}
//oct 2023 limit high gain on slow rocket
mphCut += 1.0;
if (mphCut < 0.1) mphCut = 0.1;
if (mphCut > 3.0) mphCut = 3.0;

last edit: 2023-10-25 21:46:16
here will be displayed follows: maps info link to maps page map sizes map descriptions how to make map - link to tutorials swagcoins reward for map makers
about other TFDB plugins
last edit: 2023-10-10 23:52:10
here will be displayed follows: content from old about page (needs updating)
last edit: 2025-06-07 02:14:07
Tricks:
Ever since dodgeball was created, flicks (mouse moving while reflection, see more technical details at #rocket_flick) was part of gameplay, with the goal of better controlling the rocket and just to confuse your opponents with unexpected trajectories in order to kill them easier same as it works in ping pong. Most of these tricks makes more use the higher speed is, but also are more complicated to perform (see Additionally notes below). Also comparing to other dodgeball servers, swagville rocket can be reflected multiple times (see #selfreflect below) making lots of new complicated tricks combinations described in skill level 4 group.
Things to consider:
Every flying rocket has states affecting it's behavior - Dodged/Spinned and Strict/Loose:
• Dodged - happens once rocket flies 300 units once its passes hitbox range of it's target (after this state rocket turns from Strict to Loose state if it was Strict). As soon as its Dodged, it starts to interpolate faster each game frame (orbits faster) until it hits you (also prevents infinity rocket orbitting at low speed) or until its reflected (after which it turns into "Easy/Loose" state rocket type as from above)
• Spinned - happens once rocket crosses rocket's owner line of sigh behind it's target and the rocket gets 90 degrees angle to it's owner (simply put: once it makes half an orbit behind), nothing really changes in rocket's behaviour at this state, works and counts same as it's Dodged.
• Strict (Hard rocket) - regular flying behavior after reflection until Dodged state (or explotion, if not dodged), when rocket was reflected WITHOUT being Dodged or Spinned, differences from Loose is that this type of rocket rotates faster, therefore is harder orbit.
• Loose (Easy rocket) - regular flying behavior after reflection until dodged state (or explotion, if not dodged), when rocket was reflected AFTER being dodged or spinned, differences from Strict is that this type of rocket rotates slower, therefore is easier to orbit.
Dodged moment - did not reflect on time, but did not get hit
Spinned moment - rocket makes half an orbit behind
 
Additionally:
• Unpredictivity - The most important use of any flicks is to make you be unpredictable. Which means even when you use one and same trick all the time (no matter how good and hard it is to pull off) or play by a short predictable pattern, your tricks makes no sense, other than risk you dying doing them. Therefore pts is sensitive to predictivity as well. • By default all tricks listed below suppose you reflect the rocket before it goes dodged stage, as soon as it's close enough you're able to reflect it (unless trick description says Dodged, which is either you supposedly let it fly behind you, or you missed non dodged rocket and try to hit it again differently) • Rocket speed matters the complexity tricks alot - doing skill level 4 trick at 50 mph is somewhat equal to skill level 3 trick at speed of 100mph and equal to skill level 2 at 150 mph and equal to skill level 1 at 200 mph if all by same not big distance.
Skill level 0 - not even a trick
Regular reflects without aim movement involved - The way 90% of players see dodgeball as (boring), and the way botlvl1 plays. Note that this doesn't mean that playing by this no tricks method you will always lose to everyone who uses tricks shown below (botlvl1 can prove that and beat anybody), its just that for equal skilled players that winner will be one who does more tricks and combine them right #unpredictivity, same as a newbie trying to use skill level 3-4 tricks will most luckily to fail and die miserably trying (but don't remember that every fail same as everywhere gives you experience and make u better next time).
Skill level 1 - Easy moves
• Non-Flick Direct Reflect - The most common trick everywhere, having multiple execution methods at swagville - from easy skill level 1 (reflect the rocket by looking at your enemy and hope hitbox will register it), to regular direct at skill group 2 where you reflect a rocket from a side and drag it to directly to the enemy player, to skill group 3, where your direct can be sent from any incoming rocket with super fast swing followed with nuts rocket flying in "weird" trajectory with 20mph speed gain. • Upspike - aim up while reflecting. Easy and effective move, even considering upspikes are generally easy to counter. • Orbit To Upsike (or Backfire Upspike) - letting the rocket fly behind you (or around you 360 degrees), and hitting it while dragging the mosue up. Same as previous, but makes the rocket you send "easy" type. • Orbit To Backfire - letting the rocket fly behind you and hit it back. Sometimes is a time saver on close range, sometimes just to confuse opponent into pre-fire by thinking it was direct • orbit to sideway - this method loses rocket trajectory compared to non dodged flick into the side, making it an easy tool to confuse your victim. Easy move, but hard to perform the higher speed is, especially if the rocket was "hard" type. • orbit to direct - most used move by panda like servers. Pretty useless move in swagville, unless performed unexpectedly right. Same as previous, hard to perform at high speed, especially if its a "hard" rocket. On easy rocket, surprisingly, still possible to perform even at 200 mph if rocket wasnt "hard" and was sent on a side. • floor bounce - works when rocket hits floor while your aim angle is not higher than 45 degrees to the floor (else rocket will explode on floor touch)
Skill level 2 - Aim precision moves
• Direct from a side (what's most called as "flick") - Hitting a rocket and sending it back at straight line into the face, while hitting the rocket from another side/above/below of aim and by having drag angle (flick).

Countering enemy's direct with flicked direct is more advance way to confuse player with fake sideways trajectory and adds extra rocket speed to direct. And adding extra swing speed with big drag angle will let you do 360 Direct from skill group 4, which is the most efficient single reflect way to accelerate rocket and make unpredictable horizontal waves.

If no flick involved in direct then its a Non-Flick Direct Reflect from skill group 1 above - very easy move, but still quite effective even at pro scene if its performed at right time.
demonstration missing
• Backfire - better version of "Orbit To Backfire" that requires precision aim to perform right. Also it confuse opponent into pre-fire by thinking it was direct even more effectively.
demonstration missing
• Random Speedy Flick - When you hit the rocket with fast mouse acceleration without bothering where will it fly afterwards, usually ending up with high speed gain (10 to 20) and random rocket direction afterwards, also as a bonus probably loss of aim sight. Gaining post aim control of this move and fast accurate moves will let you do 360 Direct from skill group 3, which is efficient way to accelerate rocket and make unpredictable horizontal waves.
demonstration missing
• Dodged Backfire direct - letting the rocket fly behind you (purposely or not) and direct it right into the face of your target through your ass. Very useful when the speed is too high to reflect the rocket safely without dodging it. Easy to do, hard to master.
demonstration missing
• Change of horizontal orientation - When you reflect incoming rocket from left side, and send it to right side, and wise versa. The higher difference is, the more sense it makes, unpredictivity-wise
demonstration missing
• Vertical wave (Fake upspike) - aiming up while reflecting the rocket and then aiming at your opponent's feet (or even below) make a rocket do an upspike, followed with descending down until the horizontal cap after reflect. From that position rocket easily confuse it's victim, but if its not - rocket flying above the head is the most easy to reflect at any speed (unless its a large upsike covered below, then the rocket will be so high above the head you won't even be able to reflect it until you jump or wait for it to approach you from behind). Vertical wave is the most used move by botlvl3-4.
demonstration missing
• Vertical Bounce Wave - same as previous, but ...
demonstration missing
• Floor direct - same as vertical wave, but rocket was reflected with not 'upspike' move, but with 'downspike' (hitted from below rocket position, not above). Makes rocket fly down and then level down to the face of the target, and face hits are equal to headshots - cause more damage. Easy to miss or destroy the rocket into the floor.
demonstration missing
• Self Reflect - requires 3 conditions - in order to reflect your rocket second (and more) time you must be not inside the team spawn, and either of two:
1. perform first reflect without letting it fly behind you (not dodging it), OR..
2. reflect it when its closer to it's target than you are (rocket in front of you). If none of these conditions fulfilled self hit will be ignored.
This feature is more described in #rocket physics and skill level 4 of this chapter.
demonstration missing
• Multiple Dodged Back Reflects - following previous trick logic, you can either send rocket behind you without dodging it (or just steal it) and keep backfiring it, standing with your back to your target (making you easy target to counter though, to avoid it use Large Speed Boosted Backfire Strict Short Wave described below). On 4th hit+ causes either Short Wave (in purpose to not let you doing this infinitely), or Large Vague wave once hitted with reverse (see #reverserocketspeed).
demonstration missing
Skill level 3 - Super trick with lots of speed affection
• Upspike Direct - same as vertical wave, but requires your aim after flick to be below your target in order to send the rocket directly into his feet. Considering swagville physics where rocket tend to level with horizontal dimention, this is hard to achieve right. Also this move is something in-between of Vertical wave and Vertical Bounce Wave.
demonstration missing
• Horizontal Wave - happens when the sum of your drag angle during flick ecceeds 180 degrees by horizontal axis, and when offset from your target below 45 degrees, making rocket wave into the opposite offset direction (just for sake of unpreictivity). If the offset is lower than 3 degrees, wave will be "direct" - undodgeble (Horizontal Waves can be tracked with !logwaves command btw).
demonstration missing
• Backfire to direct flick - good way to confuse your opponent with quickly increased rocket speed direct  (if backfire was on dodged rocket, then it wont be that fast and also way easier to do).
demonstration missing

• 360 Direct - Dodgeball analogue of double handed axe swing - Causes strong rocket speed boost, and either a strong wave (if the final flick direction was towards the rocket's target), or absolute undodgeble direct if it was 100% accurate direct. Usually requires strong wrest swing, so its easy to lose your aim doing so, but if you're accurate it will pay off, and if you're nor accurate you will do a regular Random Speedy Flick in some random direction from skill group 2. Usually easier to do this move if rocket is being hitted from below or above, but not at eye level.

demonstration missing
Skill level 4 - Complex multiple reflect tricks

• 4.1 Turbo re-Reflections - A way to call it when you re-reflect your rocket as soon as cooldown allows you (after 0.3 seconds flat).

At low speeds usually means that as soon as you backfire the rocket, you re-reflect it from BEHIND your back, which requires some precision 180 degree moves with bot like timing, and further allows to perform any other tricks from below in this group, making it a good start acceleration technique.

At high speeds usually means as soon as you backfire the rocket, you re-reflect it from AHEAD of you, which is easier than low speeds, but requires very precise timing, especially if you want to re-reflect rocket going 120-150mph+ (running ahead can help you make it easier)
demonstration missing

• 4.2 Large Upspike (360 Upspike)- uspike that includes horizontal wave. Logically horizontal wave is not supposed to affect upspike, but somewhy and somehow it does, and it was never fixed for it appeared to be balanced to the ratio of how complex this trick actually is. At high speed horizontally waved upspike rocket flies so high up it might even be impossible to reflect it from ahead of it's target - the target might only be able to refelct if from behind (backfire), but this happens only at really high speed and at really high horizontal wave force

demonstration missing

• 4.3 Large Speed Boosted Backfire Strict Short Wave - performs since 4th+ self reflects (usually backfires, but not always), increasing it strengh after each next reflect, making it almost impossible to do more than 4-5 times at once and only at relativly low speed. What makes this move special and so hard compared to Multiple Dodged Self Reflects is that all 4 moves in here requires backfires standing face to your target, not back, which in result give massive speed bost (up to +25 to +50mph), additionally keeping the right sight of action in front of you.

demonstration missing
• 4.4 Large Speed Boosted Backfire Vague Wave - same as previous, but making the last backfire to be reversed - which causes high speed vague wave, which is very confusing at high speed
demonstration missing
• 4.5 Large Speed Boosted Backfire Upspike Vague Wave - same as previous, but including upspike at the 4th backfire. What makes this one hard is that upspike must be back to your opponent to Vague Wave part to work. This one is probably the hardest tricks of all to pull out, but its not THAT efficient.
demonstration missing
• 4.6 Large Speed Boosted Backfire Direct - same as previous, but after multiple non dodged backfires followed by flicked direct. (and if its wave direct, that would be Large Speed Boosted Backfire Wave Direct)
demonstration missing
Skill level 5 - ?????
• Large Speed Boosted Backfire 360 Multidimentional Wave - Absurd way to sum up all complex moves from Large Speed Boosted flick series - 3 backfires followed with 360 horizontal wave direct (and with vertical wave on desire). Last move alone grand +30 mph, making this series do +60mph speed bost followed with crazy rocket trajectory. Achievement worthy type of trick if performed accurate, but it's more like a show off or a suggested way to accelerate spawn rocket from 40 to 100 mph within 2 seconds
demonstration missing
last edit: 2023-10-11 00:00:26
here will be displayed follows: summary of whole chapter
Rocket physics differences
last edit: 2024-09-19 17:11:54
here will be displayed follows: how sv rocket different to other servers and why that's a good thing. More detailed info should be transferred to "rocket physics tab"
Originally rocket's turn rate set to execute each 0.1 second was like
Ever since beginning (and by lot of other servers still) tfdb plugin uses weird ass system (you can watch it in it's code source) of calculating each rocket's tick (0.1 second) checking if rocket was hit, and if so, to change it's parameters and set new target. Since the game strictly runs on 60 calculations per second, not 10, this code execution causes random delay between those timers, making the rocket be in idle moving state in the direction of your aim after reflect (having no target), behaving just like regular soldier rocket being reflected by pyro, and only then starts re-taargetting, when next 0.1 sec timer executes (random interval of 0-6 game frames). Some servers may run at tickrate 100, but that's still causing rocket sharp movements by timer
Smooth rocket turnings are crucial when it comes to orbiting
At swagville (and some other servers far after) this misconception of edged turnings was fixed to make the rocket turn at each gameframe of a 100 tickrate, making it x10 smoother trajectory compared to old original dodgeball people used to play - easier to track, easier to orbit, and just looks more natural, real shit (additionally x10 calculations might causes fps loss on too weak computers, check the #configs tab if that happens on you)
They call them flicks. What are they?
Vertical flick of a rocket coming from above (the smoke trail)


Vertical flick range depending of pre offset (aim at rocket vs aim at side) with same flick move
This is what players called "rocket dragging." How does it work humanly speaking? After you hit rocket you have randomly 0.01 to 0.08 seconds to change the rocket orientation just by moving your mouse. This is used for flicks/switches
(?)Not random at swagville though, and depends on if your aim is at rocket while reflecting or not, increasing the timer the higher offset from rocket is see #flicks for more details
and other things that made dodgeball so unique as it is.

"Pre offset" used in time calculations is the difference between perfect aim angle to the rocket while reflection moment, and your actual aim while reflection moment, see the demonstration.

More info about flicks see the #flicks tab flick flick flick
Do we really need them?
This is a nice feature out of technical bug. Once this "bug" was attempted to be fixed in Redux tfdb plugin, but as the result, the gameplay has been ruined completely, even though some servers still continue running that version. But no matter how "flick n drag bug" spiced up the game, there is one significant flaw about it - randomness. You do not control that random delay of the time you can drag the rocket. Its either set to no delay as in redux plugin, or to some static value as on more modern servers. But at SV you can control these delays by rocket aim offset while reflecting (see screenshot above) and by timer after rocket entered hitbox zone (the faster you reflect it, the more frames will it be with limit of 0.1 second) See #flicks for more info
More control over flicks
How does rocket dragging works in Swagville: You have same interval of time to drag your rocket as on most other servers (0.01 to 0.08 seconds), but the delay picked not randomly, but by the aim offset of your character aim and aim to the rocket, proportionally to the amount the time since the rocket entered your hitbox. Humanly speaking - the faster, yet least accurate (tricky) you hit the rocket, the higher drag rate will you have. So you can do contorlled confusing flicks, or simple rocket 1 frame mirror reflect, or instant redirect, if you manage to hit the rocket pixel-accurate (looking right at the rocket in the moment of hit). This non-significal changes makes the rocket feel very responsive to your mouse, comparing to other servers, where you make a god-like flick but rocket was not flicked at all due to you having bad luck and hitting it right before the moment targetting executes.
Waves
SV has default vertical wave physics mode making vertical flicks abit more unpreictable n complicated, this is commonly used in american servers. Since december 2019 there is also new created methodics of horizontal waving, which techicaly increase rocket complexity of a nicely made flick. Horizontal wave only enables on high multiplier flciks, where rocket is not "direkt", becuase as it always was before, nice x18 flcik was too easy if it wasnt direkt. It also is speed-related, the faster speed the weaker force of wave will, to not make it too unbalanced
Target lock
New feature since december 2022 - Even though you normally send the rocket by your flicking direction, sometimes picking targets might be impossible even with using backfire, or 270+ degree flick to switch to closest target. So new feature was added, especially useful in tourneys - target lock. No commands involved - just look at someone you want to target, and followed by audio message and text in chat, rocket will always fly to the player you locked. Can be switched any moment by looking at other player, and if you want to reset the lock - aim down to the ground (no better implementations were invented), but be aware target lock automaticly disables on its own each time new rocket creates. !targetlock - disabled/enables this feature (enabled by default) - resets to default each disconnect.
Flicks really matter here

here will be displayed follows: how important flicks in this game, link to flicks in the rocket physics

Proper reflection off the floor (no more ground worms)

here will be displayed follows: this is meant to be in original plugin, and that makes abusing unpredictable rocket behavior harder to do, yet still possible in a way

last edit: 2023-10-15 02:44:13

here will be displayed follows: team zones and why are they here - restictions and benefits
last edit: 2024-08-11 15:54:19
here will be displayed follows: 666
visible text
text shown at hovering at hintblock
visible text2
text shown at hovering at hintblock2

visible text3
long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text long ass text shown at hovering at hintblock3
last edit: 2023-10-15 02:44:29

here will be displayed follows: instant rocket re-reflect if stolen inside player's team spawn zone, multiple rocket reflects are ignored, stealing of teammate rockets is ignored, cannot set of fire player inside this zone
last edit: 2024-09-20 19:17:06
here will be displayed follows: how flame thrower works, useable only inside team zone, fire afterburn, afterburn extinguish on returning to self spawn zone
Fire from nuke bomb explotions burn players too!
jetpack (and jet fuel)
last edit: 2023-10-15 02:47:08
Server use sum simple jetpack plugin, allowing players to travel across map, airpush other niggas etc. Jetpack is hard to master too, becuase it works not obviously, and actually nobody knows how, but if u learn how to use it right, you can accelerate up to 50mph for whatever reason.

Most interesting things about jetpack:
Fast travel
You can jump to rocket, get into any position fast, perform rocket air strikes or whatever
Fuel
Jetpack has limited fuel (in original plugin fuel is unlimited) - when u keep flying for more than around 15 seocnds, fuel will run off and u will fall. Fuel regenerates the faster the lower you currently have (you can track it by !fuel command)
Airpush
Since may 2019 you can push niggas from the sky to perform frictions/falldamage hurts. Pretty fun thing, but requires lotta non-tfdb situation controlling skills to counter it, especially if u get pushed right before the rocket hits you. Also consider that when the player crouches he gets pushed twice as weak. This whole feature was x2 nerfed in 2021, still useful at teamrushes, and almost useless at 1v1 battles.
Towering
You can climb on other players, both enemy and teammates. Reflecting the rocket together with your teammate can be pretty useful, considering double reflects, but also funny to the point it becomes more of an obstacle rather than help
last edit: 2023-10-15 02:47:19
here will be displayed follows: you can push enemies (or even teammates) with your m2 airblast, which considered as dirty tactics (in case someone abooses it, you can always #flamethrower them)
last edit: 2024-10-12 23:34:12
In this mode, when 2 players are left one on one against each other, the server prompts them to enable "duel mode" (players themselves can trigger this mode with the
!duel
command). In this mode, both players are immortal to rockets, and each rocket hit, regardless of its damage, gives one point. At the end of the round, the server shows who scored how many points (Players can also use the
!score
command any time to find out the current score in the duel, this allows them to keep track of who is leading in the match)


• New format since 2023
Two "out of three catches" from above were finally fixed by changing score logic, and also giving second type of duel in offer - duel for 10'000hp (tourney format with #tourney damage rules), which usually takes between 9 to 15 hits.
How is it different to "points" duel?
In here, same as in #tourneys, every rocket applies #rocketdamage, so its about quality of hits, not the quantity of hits. Player can win a duel having 15 low speed misses but only 10 quality hits. Best use of #PTS reveals here. Spawn rocket still does normal damage regardless.
• Old format before 2023
Just to choose Unlimited hp or nah (replaced with Unlimited hp duel in new format)


These aspects make the duel mode in dodgeball more exciting, since you don't have to wait 10 seconds each short round for the next start of the round.
Even more, when both players fight nearby rocket spawn in duel mode, the tension develops into intense cqc massacre.
last edit: 2024-10-10 02:56:40
here will be displayed follows: how red screen works, condition when player gets "bonked" Created by potrace 1.15, written by Peter Selinger 2001-2017
Regular rocket hit Red screen


Severe rocket hit with lots of hp loss (intense Red Screen gaming) 
When rocket hits you you bleed and get shaking visual issues, by some formula:


formula: blood = percentile damage
shaking force = damage
shaking time = percentile damage 


code template:
code here
➕ hurtfx plugin context...

Yes this red vision
blurs your vision and
camera shaking makes it even worse
, and you can't disable it ...
Try to play for time and wait until these effects end, or keep playing despite nothing like a real spartan or something.
blood







blood

Nigga got bonked!

When you receive rocket damage >100hp that nearly kills you, you receive bonk effect accordingly to formulas shown above.

BONKing works like this: nigga gets bonked, nigga gets stunned

99%hp hit = 5 sec bonk stun
97%hp hit = 3 sec bonk stun
95%hp hit = 1 sec bonk stun
Also pts protection applied after upon the resulted time, in same multipliers as in the #rocket_damage tab
PVB mode (player vs bot)
last edit: 2025-06-09 04:50:47
here will be displayed follows: link to bot page content
droid killer
last edit: 2025-06-11 00:49:15

buddha + kill spam in console be like
aA here will be displayed follows: "kill bind" instead killing just causes self slap with 40 hp damage pushing you up in random direction, while "explode" command actually kills you, usefull in some scenarios where you have to insta-jump to save yourself at cost of your health or just to fly around while waiting for round start (especially when you know you will recieve #bonus_hp_on_new_round anyway.
Иigger.

last edit: 2023-10-13 19:08:34
here will be displayed follows: how cheats work, !cheats vote required for everybody to vote to activate it, reset on each player join, basic commands from wikipedia, extra force rtd commands
RTD - extra randomness
last edit: 2024-08-11 00:10:49

see #rtd tabs for all perks list
dodgeball rtd gaming
Here are shit ton of differently powered (but fair and balanced) RTDs with very low delay to spice up the intense, which do also gets more delay and less effective the more people playing online (10 sec +playerscount*2).

For those who never played this server before, but played other europe servers instead, the server might look like all modded-up minecraft Syria Jihad simulator at times, - simply couse this server has much MUCH more intense in it, especially the more skilled people in there at once.

Server uses this version of rtd plugin, but there is also like 50 custom server-special perks, a list of which is yet to come (there are like 50 of them)
last edit: 2023-10-15 18:51:48
here will be displayed follows: when teams are unbalanced on new round, when round starts the weaker team recieves 200 to 1000 hp overheal boost depending on their performance ratio, which is somehwat like juggernaut mode when 1 player vs 3+, or just strong players vs hp boosted weak players
last edit: 2025-07-24 18:42:59
here will be displayed follows: first of all set your net/performance configs, #sensetivity, learn how pts works, then basic used terms (#flicks etc), then theory about best gameplay pts wise

PTS
represents your attack/defense potential momentum, points show how good you are at steadily killing everybody. In order to get good attack/defense potential (pts) and getting good in general (points) you must first take care of net/performance configs, #set proper sensitivity, then to learn how to attack and then how to defend, all by simple mouse movements and right timing clicks, and sometime right movements in case you missed so you can reflect again without getting hit.

FLICKS
By doing any sort of attack you perform #flick tricks, see the list of trciks thereyou do them by any sort of reflections depending of your mosue movements, see the list of #flick_control_rocket_direction, by defense you simply don't let rocket hit you lmao (unlike "attacking", defending requires some precise aim practice - you can send the rocket whatever where, but you must hit it accurately when receiving it back, same as requires moving/orbitting skills). Also it's not enough to learn to spam nice direkts only, you must learn to combine them with other moves (#unpredictivity), as performing one and same move, no matter how good it is, pointless here (that bruce lee quote saying "I fear not the man who has practiced 10,000 flicks once, but I fear the man who has practiced one flick 10,000 times" is not working in dodgeball)


Bot is your best trainer here, which has multiple levels of difficulty:
• stock reflects (flickless) - which allow you to train right timings, orbits on a miss, speed aim and click handling, and basically letting you to play vs a wall
• to a level where he performs professional killer moves combining them with simple moves (#unpredictivity), SEE THE #bot_skill_levels.


rank
160-200pts
ATTACK:
 very high
DEFENSE:
 veryhigh
Low end points:
 50000
High end points
 80000
tbd



Normally being new and by playing some dodgeball you will get to nova ranks (starts at 17 pts) pretty fast, all you gotta do is click the damn mouse and use wasd. In order to get to the Guardian ranks you need to learn to move your mouse to at least Skill level 2 (see chapter #flicks). To get to the black ranks (Distinguished Master Guardian, Eagles) you need to be able to freely do all 4 Skill levels (see chapter #flicks once again), meaning mastering mouse movement up to 360 degree range, multiple reflects timings (chapter #multireflects).

And for the top black ranks you need to go beyond simple mouse/timing practice:
Proper game configs—  makes you at least 2 ranks higher rather than playing from stocks. See #set_proper_game_and_mouse_configs
Physical and Neuro-Preparation for Dodgeball—  Makes you 1-2 ranks higher (see below)
Proper focus—  you must learn to focus on enemy, rather than on rocket. This makes your reflexes faster, and makes you at least 1 rank higher rather than staring at the rocket all the time.
Flick directions—  It makes sense to learn to deflect right rockets from the left, and left rockets from the right (~dmake 270 degree flick where normally you do 90), or deflect incoming rockets with flicks at 360 degrees (180 for a backfire), without pre-aiming. This way, you will not only make constant complex #waves, but will also learn to catch too fast rockets from behind more easily and quickly by reflexes. This method of aim working increases you by at least 1-2 ranks compared to a standard flicking.
Speed controlling—  If you flick the rocket all the same your opponent will get used to your constant speed gain and will take advantage of you. Learn to decease them with combining fast acceleration and slow acceleration (see #slow_down_rocket) additionally you should keep the proper speed that you can react to well without thinking of it. This will make you at least 1 rank higher comparing to scenarios where you don't use slow downs.

7 ranks boost out of those 5 items alone? Easy!


➕ Physical and Neuro-Preparation for Dodgeball (click to view)

You tryna level up in dodgeball, go 1–2 ranks higher? Listen up, especially if this kinda info ain't your usual vibe. This ain’t for the soft-ass casuals:

1. Eat like a real nigga.
Quit shoving sugar and energy drinks down your throat — that shit slows you down, don’t hype you up. Instead, fuel your brain right:
• Omega-3s — straight up oil for your brain gears. Fish oil or smth clean — take it daily, preferably.
• B-vitamins + magnesium — keeps you from disorientations in mid-streak.
• Acetyl-L-carnitine — sharpens your brain and reflexes like a blade.
And for real — cut the sweet buns and cookies before games. One insulin spike and you’ll be starin’ at missiles like they the damn moon, instead of tracking players and distance.

-----
2. Your hands? That’s your damn weapons.
Ain’t about benchin 200kg for 200 pts — it’s about how fast and precise them fingers and wrists move.
• Grab a resistance band or grip trainer, warm them joints up.
• Wrist stretches? Non-negotiable. Be like a pianist — smooth, fast, no cramps.
• Mouse grip? That’s personal, G. Don’t copy some sweaty YouTuber. Find your own feel — custom fit.

-----
3. Train your damn brain too, not just your biceps.
Focus, calm, reaction — that’s muscle too, homie.
• There’s websites to train yo’ visual reflexes. Not just shooters — real response-time grind. Try humanbenchmark.com, real talk.
• Learn to breathe, my dude. Dead serious — deep breathing keeps your ass from tilting when you catch three rockets to the back.
• Dopamine? Keep it rollin’ with real life vibes — don’t be poppin' pills like a punk. But if that ain’t cuttin’ it… well, you know what’s up.
last edit: 2024-09-16 20:27:18
here will be displayed follows: swagcoins info, transaction page link
Set proper game and mouse configs
last edit: 2025-06-10 00:09:18
n here will be displayed follows: some tutorials about cfg, masterconfig, net config info, input delays etc etc etc etc etc
Team fortress 2 condition in 2020th be like.
Surely it's hard to make this game work alright, especially for mod that requires precision micro timings 
Basically configs are the "scripts" that individually tweaks your game from outdated garbage of a game to be instantly responsive and to keep high framerate. These scrips do give advantages towards other players, and its not fair, but server wise the game does not allow to tweak those "right" configs to make them all the same for everybody like cs2 attempts to do, while playing on default tf2 configs made for 2010 pcs is a very bad option too.

So if you want to enjoy the game, proper configs are must have, and second important thing which you control less - ping. After all configs set right if the game still registers your hits too late, you should either get better internet connection (gaming internet plan maybe?), or play accordingly to your delay, which means keep up the bigger distance than you can actually handle.

Proper Mouse and Sensitivity
For proper gameplay on the server, low mouse input latency is critically important. Ideally, the delay should be no more than 1 ms (1000 Hz polling rate). Regular office mice operate at 125 Hz (around 8–15 ms delay), which can lead to "invisible" rocket hits — visually it seems you dodged, but the server received your position too late and the rocket exploded.

DPI and sensitivity — what matters is not the absolute DPI, but the product of DPI × in-game sensitivity (to get *effective sensitivity*). The optimal range is quite high — from 20,000 to 50,000 units (e.g., standard 800 DPI × 40 sensitivity = 32,000; or high 1600 DPI × 20 = same 32,000). This helps maintain precision both during flicks and micro-adjustments.
‼️
Use the command "sensitivity 20" in console to set a value above the default limit of 6


Recommended affordable and quality mice:
Logitech G102 - that's a nice mouse nigga. And they don't even pay me for saying this
Logitech G102
— affordable, accurate, wired, 1000 Hz polling rate. Doesn’t depend on surface type — you can even play from the couch.
Logitech G304
— wireless version of the G102 with excellent battery life and identical specs.

If your sensor starts jittering at high sensitivity, it means the sensor is too sensitive to the surface — either get a proper mouse pad or better yet upgrade the mouse.
Flick (Control rocket direction)
last edit: 2023-10-31 01:49:30
here will be displayed follows: flicks info from #flick block, some tips
last edit: 2023-10-31 02:02:48
here will be displayed follows: high rate of fire at swagville, correct way of using it, 0.3 sec cooldown after mouse release button, fast reflects disabled at enemy zone
last edit: 2023-11-05 00:15:50
here will be displayed follows: crouch+reflect to slow down rocket, calculations of how slowing down works, working bind for this, if there was a way to block the binds, it would be implemented (see more at #rocketspeed)
Rocket wave (vertical/horizontal)
last edit: 2023-10-31 02:04:59
here will be displayed follows: how to perform right flicks for vertical wave, and horizontal waves. Combination of both. Vertical rocket physics behavior details. Parameters for horizontal wave force. Special big horizontal waves on multiple reflects
last edit: 2023-10-31 02:12:13
here will be displayed follows: orbitting as a thing is not very important here for being very hard to do, especially the higher speed is. Rocket Dodged state, rocket spinned state explained. Rocket behavior where dodged/spinned rocket after being reflected orbits at slower rate (easier to orbit). Recommendation to hit the rocket as soon as possible, which increases the chance to hit it again even at high speed with right orbiting movement and reflect timing considering #fastreflects
last edit: 2023-11-12 04:49:21

here will be displayed follows: Запомните, если в вас летит ракета- постарайтесь убежать, но если не успеваете- постарайтесь ударить по ней так, чтоб она поменяла направление движения и улетела в другую сторону
Reduce received damage
last edit: 2024-10-11 03:03:44
For technical nuances on how this works in detail, read the section #rocket damage
List of information commands
last edit: 2023-11-04 19:39:42
here will be displayed follows (sort by importance): pts, logall
➕ All unsorted dodgeball commands...

RegConsoleCmd("showstats", Show_Stats, "registered deaths, kills, n others");
RegConsoleCmd("logrank", Log_level_toClient, "log level changes to client");
RegConsoleCmd("loglevel", Log_level_toClient, "log level changes to client");
RegConsoleCmd("loginfo", Log_level_toClient, "log level changes to client");
RegConsoleCmd("logstats", Log_level_toClient, "log level changes to client");
RegConsoleCmd("logme", Log_level_toClient, "log level changes to client");
RegConsoleCmd("logpotential", Log_Potential_toClient, "log old potential to client");
RegConsoleCmd("logpot", Log_Potential_toClient, "log old potential to client");
RegConsoleCmd("logstreak", Log_Streak_toClient, "log latest streak version");
RegConsoleCmd("logpoints", Log_Points_toClient, "log points changes");
RegConsoleCmd("logpts", Log_PTS_toClient, "log latest streak version");
RegConsoleCmd("logall", Log_All_toClient, "log all reflect info bout everyone in compact mode");
RegConsoleCmd("logflicks", Log_Rocket_Flick_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logmultiplyer", Log_Multiplyer_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logmultiplier", Log_Multiplyer_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logmultiplierall", Log_Multiplyer_to_Client_All, "log rocket flcik about each player info to client");
RegConsoleCmd("logcomplexityall", Log_Complexity_to_Client_All, "log rocket flcik about each player info to client");
RegConsoleCmd("logcomplexity", Log_Complexity_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logpreoffset", Log_PreOffset_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logpostoffset", Log_PostOffset_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logdragangle", Log_DragAngle_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logdragframes", Log_DragFrames_to_Client, "log rocket flcik info to client");
RegConsoleCmd("logpanda", Log_Orbits, "log panda moves to client");
RegConsoleCmd("logdelay", Log_ReflectDelay, "log how many frames has passed since rocket entered hitbox on hit");
RegConsoleCmd("logcheats", Log_Cheats_to_Client, "log to client");
RegConsoleCmd("logrepeats", Log_Repeats_to_Client, "log to client");
RegConsoleCmd("logwaves", Log_Waves_to_Client, "log to client"); 
RegConsoleCmd("logdamage", Log_Damage_to_Client, "log to client");
RegConsoleCmd("levels", Menu_Levels, "list of ppl's levels");
RegConsoleCmd("level", Menu_Levels, "list of ppl's levels");
RegConsoleCmd("lvl", Menu_Levels, "list of ppl's levels");
RegConsoleCmd("l", Menu_Levels, "list of ppl's levels");
RegConsoleCmd("mylevel", Menu_Levels, "list of ppl's levels");
RegConsoleCmd("mylvl", Menu_Levels, "list of ppl's levels");
RegConsoleCmd("langs", Menu_Langs, "client languages");
RegConsoleCmd("yaws", Menu_YawSpeeds, "yaw speed settings");
RegConsoleCmd("cheatboard", Cheat_Board, "anti hack tracker");
RegConsoleCmd("nl", Show_NewRank, "v2 rank beta test");
RegConsoleCmd("ss", Show_Streaks, "last 5 values per death by circled order");
RegConsoleCmd("ds", Show_DeathCombos, "last 5 death complexities by circled order");
RegConsoleCmd("lds", Show_DeathLinearCombos, "last 5 death complexities by circled order");
RegConsoleCmd("pts", Show_PTS_Call, "gen 3 rank counting system");
RegConsoleCmd("cts", Show_CTS_Call, "gen 3 consistency counting system");
RegConsoleCmd("see", LogServerReflects, "special terminal command ye");
RegConsoleCmd("balance", LogTeamBalance, "special terminal command ye");
RegConsoleCmd("debugspins", DebugCooldwons, "special terminal command ye");
RegConsoleCmd("heat", Show_Heat, "all current ranks of all players combined");
RegConsoleCmd("teamtarget", SetTeamTarget, "Sets Team Target");
RegConsoleCmd("voteffa", Vote_ffa, "Team neutral rocket");
RegConsoleCmd("kiss", Kiss_Call, "fun commands");
RegConsoleCmd("hug", Kiss_Call, "fun commands");
RegConsoleCmd("footprints", Footprints_Call, "lmao idk");
RegConsoleCmd("Australium", Australlium_Call, "lmao idk");
RegConsoleCmd("Australlium", Australlium_Call, "lmao idk");
RegConsoleCmd("fgm", FewGoodMen_Call, "lmao idk");
RegConsoleCmd("dfgm", FewGoodMen_Call, "lmao idk");
RegConsoleCmd("logactivity", Log_Activity_toClient, "log actions");
RegConsoleCmd("surrend", Surrender_Call, "give up");
RegConsoleCmd("surrender", Surrender_Call, "give up");
RegConsoleCmd("sur", Surrender_Call, "give up");
RegConsoleCmd("s", Surrender_Call, "give up");
RegConsoleCmd("tourneyvariablestfdb", Check_TFDB_Tourney_Variables, "shows tourney debug variables in console");
RegConsoleCmd("restart", StartRound, "Starts the round in casual tfdb");
RegConsoleCmd("start", StartRound, "Starts the round in casual tfdb");
RegConsoleCmd("begin", StartRound, "Starts the round in casual tfdb");
RegConsoleCmd("targetteammate", TargetTeammate, "force next target");
RegConsoleCmd("rocket", RocketCommands, "shows rocket commands");
RegConsoleCmd("rocketspeed", RocketCommands, "shows rocket commands");
RegConsoleCmd("sm_rocket", RocketCommands, "shows rocket commands");
RegConsoleCmd("sm_rocketspeed", RocketCommands, "shows rocket commands");
RegConsoleCmd("mph", RocketCommands, "shows rocket commands");
RegConsoleCmd("rocketspeedmax", RocketSpeedSetMax, "limits rocket's max speed");
RegConsoleCmd("sm_rocketspeedmax", RocketSpeedSetMax, "limits rocket's max speed");
RegConsoleCmd("rocketspeedmin", RocketSpeedSetMin, "limits rocket's min speed");
RegConsoleCmd("sm_rocketspeedmin", RocketSpeedSetMin, "limits rocket's min speed");
RegConsoleCmd("rocketspeedincrement", RocketSpeedSetIncrement, "adds extra rocket speed per reflect");
RegConsoleCmd("sm_rocketspeedincrement", RocketSpeedSetIncrement, "adds extra rocket speed per reflect");
RegConsoleCmd("rally", RocketSpeedRally, "limits rocket's max vector velocity as on other servers (rally mode)");
RegConsoleCmd("sm_rally", RocketSpeedRally, "limits rocket's max vector velocity as on other servers (rally mode)");
RegConsoleCmd("rocketspeedlimitter", RocketSpeedRally, "limits rocket's max vector velocity as on other servers (rally mode)");
RegConsoleCmd("rockettickrate", RocketTickrate, "Changes rocket's tickrate, where 1.0 - default, 0.5 - panda, 1.5 - no orbits");
RegConsoleCmd("sm_rockettickrate", RocketTickrate, "Changes rocket's tickrate, where 1.0 - default, 0.5 - panda, 1.5 - no orbits");
RegConsoleCmd("noexplotions", RocketDisableExplotionWave, "no explotion wave from rockets");
RegConsoleCmd("debugrocketorbit", DebugRocketOrbit, "debugs some specific rocket variables");
RegConsoleCmd("sm_botspeedreverse", Bot_Target_Speed_Reverse, "Block bot from rocket speed reverses");
RegConsoleCmd("sm_aimlock", AimLockSwitcher, "disable/enable aim lock feature" );
RegConsoleCmd("sm_targetlock", AimLockSwitcher, "disable/enable aim lock feature" );

from nanobot plugin:
RegConsoleCmd("sm_botanger", Nanobot_Anger, "Check bots anger level");
RegConsoleCmd("sm_botmood", Nanobot_BotMood, "Check bots orbit mood");
RegConsoleCmd("sm_votepvb", VotePvB_Cmd, "Vote to enable/disable PvB");
RegConsoleCmd("sm_allow5level", Allow5thLevel_command, "cheat way to allow botlvl5 for all");
RegConsoleCmd("sm_mapreset", MapReset_Cmd, "reset map next round");
RegConsoleCmd("sm_mapdontreset", MapDontReset_Cmd, "dont reset map next round");
RegConsoleCmd("sm_savepositions", SavePositions_Cmd, "player not spawn back to his base if hes not ded at round start");
RegConsoleCmd("sm_botadd", Bot_Add_Cmd, "adds 1 bot");
RegConsoleCmd("sm_botremove", Bot_Remove_Cmd, "removes all bots");
RegConsoleCmd("sm_botmultireflect", Bot_Target_FastHands, "Allow bot to hit his own rocket with low cooldown");
RegConsoleCmd("sm_botmultideflect", Bot_Target_FastHands, "Allow bot to hit his own rocket with low cooldown");
RegConsoleCmd("sm_botmultihit", Bot_Target_FastHands, "Allow bot to hit his own rocket with low cooldown");
RegConsoleCmd("sm_botfast", Bot_Target_FastHands, "Allow bot to hit his own rocket with low cooldown");
RegConsoleCmd("sm_botfasthands", Bot_Target_FastHands, "Allow bot to hit his own rocket with low cooldown");

from tf2_stats plugin:
RegConsoleCmd("sm_coinsstats", Command_SwagCoinsStats, "Swagcoins stats");
RegConsoleCmd("sm_coinstats", Command_SwagCoinsStats, "Swagcoins stats");
RegConsoleCmd("coin", Command_Coins);
RegConsoleCmd("coins", Command_Coins);
RegConsoleCmd("swagcoins", Command_Coins);
RegConsoleCmd("swagcoin", Command_Coins);
RegConsoleCmd("buy", Command_Coins);
RegConsoleCmd("store", Command_Coins);
RegConsoleCmd("shop", Command_Coins);
RegConsoleCmd("storebot", Command_Coins);
RegConsoleCmd("item", Command_Coins);
RegConsoleCmd("items", Command_Coins);
RegConsoleCmd("freeitems", Command_Coins);
RegConsoleCmd("hat", Command_Coins);
RegConsoleCmd("hats", Command_Coins);
RegConsoleCmd("key", Command_Coins);
RegConsoleCmd("keys", Command_Coins);
RegConsoleCmd("giveitems", Command_Coins);
RegConsoleCmd("giveme", Command_Coins);
RegConsoleCmd("givemeall", Command_Coins);
RegConsoleCmd("tip", Command_ShowTips);
RegConsoleCmd("tips", Command_ShowTips);
RegConsoleCmd("hint", Command_ShowTips);
RegConsoleCmd("hints", Command_ShowTips);
RegConsoleCmd("advice", Command_ShowTips);
RegConsoleCmd("advices", Command_ShowTips);
RegConsoleCmd("train", Command_ShowTips);
RegConsoleCmd("sm_tip", Command_ShowTips);
RegConsoleCmd("sm_tips", Command_ShowTips);
RegConsoleCmd("sm_advice", Command_ShowTips);
RegConsoleCmd("sm_advices", Command_ShowTips);
RegConsoleCmd("sm_train", Command_ShowTips);
RegConsoleCmd("tournaments", Command_Tourney);
RegConsoleCmd("tournament", Command_Tourney);
RegConsoleCmd("tourneys", Command_Tourney);
RegConsoleCmd("tourney", Command_Tourney);
RegConsoleCmd("turnir", Command_Tourney);
RegConsoleCmd("discord", Command_Discord);
RegConsoleCmd("group", Command_Discord);
RegConsoleCmd("respawn", Respawn_Call, "spawn of first join");
RegConsoleCmd("give", Command_GiveCoins);
RegConsoleCmd("givecoin", Command_GiveCoins);
RegConsoleCmd("givecoins", Command_GiveCoins);
RegConsoleCmd("giveswagcoin", Command_GiveCoins);
RegConsoleCmd("giveswagcoins", Command_GiveCoins);
RegConsoleCmd("send", Command_GiveCoins);
RegConsoleCmd("sendcoin", Command_GiveCoins);
RegConsoleCmd("sendcoins", Command_GiveCoins);
RegConsoleCmd("sendswagcoin", Command_GiveCoins);
RegConsoleCmd("sendswagcoins", Command_GiveCoins);
RegConsoleCmd("sm_give", Command_GiveCoins);
RegConsoleCmd("sm_givecoins", Command_GiveCoins);
RegConsoleCmd("sm_send", Command_GiveCoins);
RegConsoleCmd("sm_sendcoins", Command_GiveCoins);
RegConsoleCmd("checkdrop", CheckDrop); //used after confirmed hat/key transaction
RegConsoleCmd("sm_pointsratio", Command_PointsRatio);
RegConsoleCmd("checkactivity", Command_CheckActivity);
RegConsoleCmd("close", Command_Close);
RegConsoleCmd("open", Command_Open);
RegConsoleCmd("runtime", ServerRunTime);

from rtd plugin:
RegConsoleCmd("sm_forcertd", Command_ForceRTD, "Forces perk on selected player(s).");
RegConsoleCmd("sm_removertd", Command_RemoveRTD, "Removes perk from selected player(s).");

List of gameplay commands
last edit: 2023-10-26 00:39:34
here will be displayed follows (sort in order of importance):
tp
fov
Swagcoins exchangeable for items
last edit: 2023-10-31 02:50:33
here will be displayed follows: swagcoins info, swagcoins page etc
Bounty program for content makers
last edit: 2024-01-31 00:40:26
Any contribution to the development of the Swagville project is welcomed and optionally paid for in swag coins, approximate prices (subject to wary, low end for something very basic, high end for something very professionally made for more precise information ask in discord):

10-500 swagcoins
Suggestion of add/edit information inside some of these article boxes (per each).
10+ - edit information in more readable way
50+ - add new unmentioned subject/article
100+ - provide decent looking image information at any explanation block
200-500 - provide decent looking video information at any explanation block
50-1'000 swagcoins
Bringing a friend to the server (will be counted as a referral, in the future his activity will depend on your income, see player page).
50 - unknown inactive non private account
1000 - new active player (not smurf)
50-500 swagcoins (⚡ HOT OFFER)
Invite and bring the currently playing player to the discord group directly from the game using the link in the chat. The reward is available only for players whose rank is Guardian or higher (40+ pts)
50 - Smurf or private account.
500 - Not a Smurf and a public account. Each next invited player like this one costs
5% lower than the previous onethe reward from each subsequent invited player is calculated according to the formula 500-5%^INVITED (where INVITED is the account number that was invited. You can paste it into your web browser and see the result there)
, but not lower than 50 coins as for smurfs
50-1'000 swagcoins
Validated public promotion of swagville server with prove of authority, amount depends of quality of promotion and view base.
200-5'000 swagcoins
Public video featuring swagville gameplay with name/link of the server.
200 - some basic meme/gameplay footage of 10sec+ long
2000 - properly made footage with fit music, interesting to watch from start to finish
5000 - some epic well made trailer
1'000-10'000 swagcoins
A unique playable well optimized well looking tfdb map. Must be server's copyrighted, and to be the quality and looks not worse than beandevil (at rate 1000coins) map, with current limit of 10'000coins (metro/graveyard map quality)


To do any of these, to submit your stuff or claim already used ones without your permission, message to our discord at #contacts tab
last edit: 2023-10-25 21:33:03
here will be displayed follows: How PTS counts, speed, multiplier, complexity formula, repetitiveness patterns cutting pts, unpredictivety factor multiplying pts, rocket speed reflect history has a strong influence on complexity, manipulations with !rocket command also cuts pts relativly, to the point where best pts results are still obtainable only in classic speed mode, best pts gaining strategy to link into "how to" tab.

information here shows theoretical approach to this matter, all actual inconsistencies from presented here information are considered to be bugs and will either be listed here, or to be alerted in our discord if you wish to help with this.
last edit: 2024-02-14 21:25:49

Rocket damage might look random, killing some players in 1 reflect, and not killing others in 3 reflects, but it is not random, and depends of 7(!) factors, which all combine and multiply on each other:


• Rocket speed
This one is obvious and the only factor elsewhere - the faster rocket travels, the more damage it makes. Still doesnt mean fast rocket will do 100% kill while slow rocket will 100% not. See details about rocket speed at #rocket_speed
<

• Flick Multiplier
The higher flick multiplier (count in pts, also seen with commands:
!logme
showing you you and
!logall
showing everybody), the more damage rocket makes. This is important one during #tournaments and uneven hp rounds, so always consider doing those nice flicks.
<

• Hit distance from head

The more distance from player head to the rocket, the less damage (and vise versa, see the picture at right to see approximate damage infliction). Note that "headshot" hit causes the most damage, but also rocket flying at head level and above is easier to reflect (see more in #rocketphysics)

<

• Crouching

When player is crouching (happens in like 0.3 sec after crouch button is pressed), sitting, ducking etc, distance from head multiplies x2, causing lower damage unless its hit straight in the head (distance 0 * x2 aint does shit naturally). Why you can't aboose this and crouch all the time? You can, but you won't be able to orbit the rocket on miss, or jump/jetpack

<

• Rocket fly time since last reflect
The higher distance between the players (timewise), the lower damage will be. This basicaly means that backfire and other rocket delaying cause less damage, while direkt flick cause the most damage. Not much matter in cqc because rocket doesn't usually fly fast there, unless its a nice direct hit.
<

also rocket does extra
225% damage on niggers
kill niggers
• Time passed since rocket entered player's hitbox distance
In this game pyro reflect hitbox cube length is equal to ~300 hammer units (about 2-3 meters irl, see second half of attached video for details). This adds up to rocket fly time above (and basically everything else), so the faster you reflect the rocket once it's in hitbox range, the more damage you make to target, while orbited rocket cause noticeable damage nerfing after reflected. Which means in case target missed and orbited the rocket, and also jumped and crouched - his chances to survive are definitely higher than to catch that rocket straight to the face
<

• PTS protection
The more pts you have during the hit, the higher rocket damage protection you gain. To be exact - the damage received from rockets is multiplied by the coefficient according to the formula (0.0 - ((800.0 - CURRENTPTSPLAYER) / (0.0 - 800.0)))^3 where CURRENTPTSPLAYER = the player's current PTS, with a minimal coefficient limit of 0.2 (blocking 80% of actual damage with pts >= 332). Also top players are sorted by this pts. Use
!logpts
to see how much you gain per each reflect or
!logall
to see how much everybody get per each reflect
PTS protection works like this:

pts 200 multiplies incoming damage by 0.42

pts 100 multiplies incoming damage by 0.66

pts 50 multiplies incoming damage by 0.82

pts 20 multiplies incoming damage by 0.92 etc


To sum it up
(click video name to view full size) Experiment about how incoming damage is calculated from one time reflected rocket
On other servers rocket damage calculated only by its speed - faster speed, more damage. On swagville at 60mph strongly flicked rocket straight in the head of a close range low pts silver makes 500hp damage, while same speed 60mph rocket deflected by a silver at 100 meter distance hitting a high pts ducking player in the leg after full orbit might do only 30hp damage. But normally rocket still deals 175hp+ hit when a player plays with someone of his level

Use
!logdamage
to see all the changes ingame, which shows originally income damage based on rocket speed only, and modified damage after all these filters.

last edit: 2023-11-08 23:44:30
Normally on every other dodgeball server you visit, rocket increment is fixed to static acceleration speed per deflect (like +5 or +25 mph per reflect).
On swagville rocket initial speed is pretty slow (40mph), and basic acceleration speed is low and noob-friendly too (+5mph) but acceleration is based on how you actually reflect the rocket (distance between players matters too), meaning in same scenario you can set reflect speed to +20 (not to mention multiple self reflects), and at same time make it go even slower, as -10mph. Key values in calculation order that pluses or minuses base rocket speed increment of +5mph per deflect are:
    Aim speed on reflectRanges: adds extra 0mph to 5mph. Adds this value to base speed, based on your aim speed while reflect (long drag flick aint guarantees fast mouse speed on deflect frame though), hard to achieve on actually aimed flciks
    Flick angleRanges: adds extra 0mph to 10mph. Adds this value to base speed, based on your drag angle, where to achieve +10mph on this takes above 270 degrees. 360 flicks reflects are best to achieve this, but server tickrate may fail you, being not that extremely accurate
    dodging/spinning factorReduces all higher values by 0.5 if rocket dodged, by 0.25 if rocket spinned. Meaning if there were no any flicks or drags, but rocket was fully orbitted, speed increment will be close to zero.
    Previous reflect speed incrementWhen distance gets close and speeds getitng high, this starts to affect, dealing 0-100% speed penalty of PREVIOUS deflect. Meaning if you recieve rocket at close range at 100mph and you orbit it and reflect it with no flick, your sent speed increment will be (5+0+0-(10-20 depending how actually close it was) = -5 to -10mph
    Reversed rocket speed - new since 2022Combining all previous factors, you can actually reverse the rocket speed (to be exact - multiply add speed number by -0.5, with no basic +5mph adding) and actually slow the rocket down, by whatever reason - slow down too high speed, or to confuse your victim. Also considering previous rule (Previous reflect speed increment) your opponent gets extra boost on next reflect, so you won't be able to actually slow the rocket in long term, until both players purposely do so. To do so you must be holding crouching button while reflecting, but not actually crouching (meaning you must be holding ctrl while reflect but not for longer than ~0.1 sec). Currently is "bind supported" as rocket jumps, - copy these lines into your autoexec.cfg file to bind left mouse click to reverse speed reflect:
-----------(WARNING - THIS LEFT MOUSE BUTTON BIND IS PERMANENT UNTIL YOU MANUALLY REMOVE IT)-----------
alias "+reverseairblast" "+duck ; +attack2"
alias "-reverseairblast" "-duck ; -attack2"
bind "mouse1" "+reverseairblast"
-----------(WARNING - THIS LEFT MOUSE BUTTON BIND IS PERMANENT UNTIL YOU MANUALLY REMOVE IT)-----------
note: TO remove it back yo default, type in console: bind "mouse1" "+attack"

RocketSpeed/PlayersDistance ratio A variable that ranges from 0.0 to 1.0, where 0.0 = 1 second+ fly time, 1.0 - less than 0.1 second fly time (expected rocket travel time to hit the target with direkt vector)
Base rocket accelerationRanges: +5mph. When "RocketSpeed/PlayersDistance" > 0.0 base rocket acceleration drops to 0. Meaning at high enough speed or close range further acceleration is possible only through flicking. Reversing speed technique always sets base acceleration to 0

Combining all above, rocket speed acts very unpredictable in experienced player's hands, creating higher gap between pros and silvers, also giving advantages to those silvers playing vs each other on easy slow mode.

    
Additional cheat commands
When cheats are enabled, you can also control some rocket variables via !rocket command - initial speed, speed increment per deflect, speed increment per time, rally mode (lock x and y axis as it is on most of other servers, making the rocket has seizures on 150mph+ ), rockettickrate to change rocket turn rate, making the rocket rotate faster or slower (harder or easier to orbit)
last edit: 2024-02-06 20:43:28
here will be displayed follows: technical details about how flick works since the moment rocket is being reflected: mouse speed while reflection, pre offsets, post offsets after flick is done, total drag angle, total drag frames
last edit: 2023-10-25 22:14:14
here will be displayed follows: rocket spawn (depending on mode), rocket target selection, rocket follow, rocket flick time, rocket strict/loose following state depending on reflect or target state, rocket explosion
last edit: 2023-11-12 05:15:24
here will be displayed follows:
Note, all times specified here are the base time, actual time when you roll a perk can be 50% more or 50% less, depends of how many players online (the more players, the shorter time your perk will work)
Click perk name to view more details
Unique Swagville perks
last edit: 2023-11-12 05:15:48
All swagville unique perks listed here:
Note, all times specified here are the base time, actual time when you roll a perk can be 50% more or 50% less, depends of how many players online (the more players, the shorter time your perk will work)
Click perk name to view more details
Apply/remove perks with cheats
last edit: 2023-10-15 22:09:19
here will be displayed follows: !sm_forcertd playername perkname time (like "sm_forcertd pu oracle 100"), to remove perks: !sm_removertd playername perkname
last edit: 2023-10-13 19:30:52
Особый уникальный соревновательный режим добавленный в конце 2022го года, суть которого является доджбольной версией батл рояля, совмещает одновременно режим 1на1 (каждый сам за себя), и командного режима (например более слабые игроки могут объединятся против более сильных) и всё той же целью - остаться последним в живых. Победители так же получают призы (#swagcoins). Для проведения необходимо сильная группа из игроков количеством хотя бы человек 5 (а предел 12, при увеличении карты лимит можно повысить хоть до 20), поэтому данный режим имеет сложности с проведением из-за нехватки игроков. Тем не менее, является самым хорошим способом отбора самых сильных, так как ввиду большого количества механик требует наибольшее количество умений для выживания. Для больших подробностей а так же историю турниров смотрите вкладку турниры.
last edit: 2023-10-10 23:12:56
join our steam group
last edit: 2023-10-13 02:23:34
Join our discord at https://discord.gg/f2rHNSwTX9 we've got stuff there