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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b4 on: August 04, 2010, 08:22:56 PM
I removed combine super soldier, download fixed map.

Download

I looked through model files, there are only terrorists, counter-terrorists and Gordon models that fit the player model definition. There's only only one combine super soldier model. However, there is characters/players_animations file, it could be used for npc models that player uses. No idea why this happens in my map.
2  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b4 on: August 04, 2010, 06:32:00 PM
Where have I said that's Antarctica? It's not exact remake of the The Thing film, it's just inspired by it. The action could take place in Siberia, for example.
3  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b4 on: August 04, 2010, 06:27:56 PM
pictures


lol at screenshots and player chat.

Does that happen all the time or only one round? I've seen combines in ttt_amsterville and they didn't lack animation.

By the way, you can open the test chamber doors with a crowbar. Might want to fix that.


BKU could have broken something, my ttt_map_settings disallows to do that.

The map is really good but I really have to say the traitor objective is a bit counter to the idea of the game mode. When a traitor is in the underground they are invincible. Nothing can touch them and they are not killing innocents all the while. So the innocents above ground are just wandering around chilling and waiting for something to happen. It gets very dull. Also the only times the ship gets completed in my experience is when ALL the players survivors and traitors alike are helping accomplish them.

Do you think you could do a version that strips out some of the complexity of the map? Remove the UFO, remove some of the ladders and boarding up of windows (preferably have the ladders always be in place from the start to give access to choke pointed rooms) maybe add a second way down to the underground computer area and release it that way? The structure of the map is really excellent and makes it one of my favorite maps but all these extra elements detract from the experience a lot.


Hopefully now item gathering will complete the objective faster, so chilling innocents will be rewarded with UFO above their heads. If you know that traitors are underground, suggest other players to blow up the base, this blows up traitor tunnels as well. To counter them just visit places where they get items sometimes, see if some of items are missing or if there is a person holding one of them.

Before this update I did UFO objective without innocent support like 10 times, believe me, the feeling that any second someone can pop up seeing you with traitor item, opening the traitor door and when you finally in the ufo seeing them panicking at the ground is really thrilling, I just can't remove UFO for the sake of that.
4  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b4 on: August 04, 2010, 12:57:17 PM
Beta 4 released!

Download

The UFO objective takes less time to complete now, hopefully you will be able to build it in time.

- Completely reconstructed the traitor tunnels. They are much wider, you don't have to crouch and won't get stuck.
- Out of 7 items needed for UFO you have to bring only 5. Doesn't matter which ones.
- Fixed a few exploits allowing you to get to the roofs.
- There are two possible player models that are randomly chosen at the start of the round.
5  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: January 11, 2010, 08:04:13 PM
Func_brush disappeared on thething when it was tied to the elevator at the warehouse.

I used move_rope > keyframe_rope transition before and it was actually bugged, I thought If I use move_ropes only it could work but it doesn't. Ropes can work for the first round or so, later they become screwed up.
6  Other / Trouble in Terrorist Town / Re: [WIP] ttt_canyon_a3 on: December 14, 2009, 10:57:19 PM
When you start making cliffs nice make sure you backup and compile a lot to check for problems. When I was working with displacements I had a lot of in-game crashes when reached certain displacements which game somehow considered bugged. I had to either delete them or disable collision with physics objects (it still collides with players though).
7  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b3 on: December 14, 2009, 07:46:35 PM
Along with that, there's a thing going around where people use the buttons to open the tunnels as a test to see who's traitor or not. Maybe you can find a way around that?


Just press the empty space around the button, It'll play a sound and will look exactly like you tried to press the button.

If you were stuck take a screenshot and show it to me. I already fixed a few places where I was stuck myself.
8  Other / Trouble in Terrorist Town / Re: Mapping information and Q&A on: December 05, 2009, 03:41:26 PM
Putting buttons that do not do anything around the actual button works perfect, it plays a sound and there's no way to figure out what button was pressed - fake or actual one.
9  Other / Trouble in Terrorist Town / Re: [WIP] ttt_rapid on: December 02, 2009, 10:28:21 PM
Just put a trigger_remove with ragdoll filter outside the playable area.
10  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 30, 2009, 08:21:06 PM
What about giving an option to ttt_map_settings to set the round limit?
11  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b3 on: November 30, 2009, 03:15:02 PM
Putting bombs at round start when traitors and innocents have not been picked up is obvious trolling. In other situations players have to use common sense: putting a bomb on top of radioactive barrels totally doesn't look like a peaceful move. Map stuff is not traitor activity exactly since anyone can do that, but that is something worth to be shot for. Whether you know what's that for or not you can realise this is not for peaceful intentions.

12  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b3 on: November 30, 2009, 09:35:39 AM
Still having problems of people getting stuck in the tunnels, even on the fixed version.


Post some screenshots of where you get stuck. I'm really surprised that this happens, I never get stuck travelling through tunnels.

If you dislike traitor tunnels just don't use them - I do not force players to use anything in the map, that's a matter of taste.

If someone is carrying a bomb that means that person wants you to be dead and has to be shot immediately no matter whether he is traitor or innocent. If he succeeds planting it this is your fault you didn't prevent him from doing that. Player carrying a bomb = player shooting you.

How to deal with traitors travelling tunnels:

- I forgot mentioning that placing all the bombs blows up the traitor tunnels as well.
- Make sure tool shed doors are closed - he won't be able to open them from inside.
- Guard one of the tunnel doors, or at least be around it. Perhaps hide somewhere around.
- Stay at the warehouses and see if anyone steals stuff from them.
- Shoot or follow anyone who's carrying things needed for UFO.
- Use camera room, all these tunnel entrances can be seen from it.
13  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b3 on: November 28, 2009, 11:46:50 AM
Fix released

Download

1. Pressing the button doesnt open the door but pressing the door opens it by innocent or traitor.

2. Also, the tunnels in the underground are so buggy. You get stuck on edges where you can only get out if an admin gets u out and there are holes in the tunnel to which u can see out the map.



1. You have to stand exactly right in front of it, as close as possible. I made the area you have to stand within to open the door wider but still you have to stand right in front of button. This is to prevent exploiting of it.

Wrong:



Correct:



2. I could go through all tunnels without any trouble. I made them a bit wider in the fixed version.
14  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b3 on: November 27, 2009, 08:04:04 PM
There are lots of alternative ways around the map, you don't have to go where most players do. Think of what way to use before attempting to do the objective. Put an item, look around the corner, then move. Don't forget about breakable windows, putting ladders - they are good alternative ways as well.

Out of all times I was placing bombs in betas 1-2 all were successful and it was too late until someone realised it all was going to blow up.
15  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_b2 on: November 27, 2009, 06:24:45 PM
Beta 3 released

Download

1) Probably fixed crash.

2) Added underground tunnels where only traitors have access to:



1. There is a flying saucer in the centre of these tunnels. As a traitor, you may fix it and fly away to win. However, you have to bring 7 items:

- Engine
- Propane tank (NOT nerve gas). Propane tank is the orange one.
- Melon
- Battery
- Fuel can (red or grey, no difference)
- Radio
- Dead body of an innocent person. If you shoot your fellow traitor underground this will not work! A body has to be brought from outdoors.



Items can be found at main and small warehouses, some of them may be outdoors. Melons can be found in the kitchen and small warehouse.

2. Once you bring all the items underground you may press a button at the flying saucer and it will leave. From this moment traitors have already won. You may enjoy a scripted scene before winning.



3. The doors leading to the underground can be opened only by traitors. There are three dors leading underground:

- In the tool shed



- In this building



- In this new building



4. To open the door as a traitor you have to stand directly in front of the button. Not left or right, directly in front of it, you should be very close to it.

5. If you are a traitor and asked to press the button you may press an empty space around it, no one will notice the difference.

3) Fixed event that could break traitorchecker (hopefully this is the last one)

4) Crowbar is useless for opening doors and pressing buttons.

5) Two models that are randomly chosen at the begining of the round - arctic terrorist or elite combine souldier.
16  Other / Trouble in Terrorist Town / Re: Mapping information and Q&A on: November 26, 2009, 11:02:35 PM
The button way is almost perfect. I can make a tiny ttt_traitor_check in front of it so only one person could be in its "line of sight". However, there are two problems, perhaps you could do something with them:

1) Whenever you press "e" on any entity it produces short beep sound and other players can hear that too, so you can't pretend you press the button.
2) If a button has a name a crowbar can be used to press it. Unnamed buttons are not affected by crowbar.
17  Other / Trouble in Terrorist Town / Re: Mapping information and Q&A on: November 26, 2009, 07:41:12 PM
I made a door that can be opened when a traitor is standing by it while if there are only innocents around it will be locked. Every second a logic timer fires a CheckForTraitor output for ttt_traitor_check that has limited area by the door.

Everything works allright but sooner or later players will figure out this: they may all stand around the door and try opening it and figure out who is the traitor, or just ask everyone to try to open it while standing away from it (not pressing use would not work, door plays a locked sound that I can't remove).

Any ideas how to make it non-exploitable?
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 21, 2009, 07:08:06 PM
There's an occasional weird bug when firing a gun at someone does no damage at all. I was standing right in fron of person and shot him. I didn't miss, I've seen blood on the wall behind the person I was shooting at. I fired a single shot and was killed, then I looked at the person I was fighting with and he was healthy
19  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 21, 2009, 10:30:40 AM
Wouldn't it be sufficient if the entity took a "SetPlayerModel" output, with a string of a model path its parameter?


I believe this may work, there's no difference for mapper between these two ways.
20  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 20, 2009, 04:22:22 PM
Quote
The crowbar will always be able to just press buttons as you would with the use key


If I use ttt_map_settings crowbar is still more powerful than pressing use. To give a full control over the door to the map logic I usually just disable "Use opens" flag so there is no way for player to open the door other than doing something determined by me. However, crowbar completely ignores unchecked "Use opens" flag and opens the door.

Just unckecking "use opens" flag is much more easier and convenient than firing multiple lock and unlock outputs for different events.

Also, I think that would be a good idea if ttt_map_settings would start working only when output is fired to it. That way I would be able to put multiple ttt_map_settings in the map and setting different models for each other. Then I'd fire an output from logic_case and every round there's a new model - that way there could be much more models than just four terrorists.
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