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Other / Trouble in Terrorist Town / Re: F*cking up TTT
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on: February 22, 2012, 11:06:19 PM
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Just saying you come off a bit harsh especially since you don't know one way or the other.
TTT subforum Full of hypocritical dicks The question the thread asked has been answered; we're done here.
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Other / Trouble in Terrorist Town / Re: F*cking up TTT
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on: February 22, 2012, 05:23:35 AM
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Fuck off, this is a legitimate question.
When TTT was based on being a downloadable gamemode, yes it was possible. I actually modified the gamemode to do a Hidden TTT modification, where Traitors were made invisible and were only allowed to use crowbars. It worked very well and proved to be very fun. Now that the game is integrated into garrysmod... I doubt it's that easy. A possible solution to this is to download the whole gamemode from the garrysmod svn, then put it into a separate gamemode.
While calling the Traitor a 'Rapist' would be pretty fucking stupid, that name changing concept has been used before successfully.
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Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town (Traitor Tips)
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on: September 12, 2011, 03:37:34 AM
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If you're going to check a body for credits, do so indiscreetly. You don;t want anyone to know that you possibly stole the credits. I've killed so many Ts over this. You mean discreetly? The HUGE plus disguiser and body armor is an excellent combination for going on a rampage without immediately being outed.
More like Mac 10, HUGE is a pretty terrible weapon. C4s in popular traitor testers almost always wreak havoc. If you don't mind being outed, you might camp the exit with a HUGE (and lay an incendiary down for good measure) and really put the pressure on the innocents from both sides. Minus the loud beeping noise that's impossible to miss. If you're a "confimed inno" T, use the power, but don't lose the trust. Call the shots, but make it look like you have a reason, or else people will suspect you or kill you outright. If you're "confirmed inno" as a fucking traitor, then you screwed the game up somehow for your fellow traitors. Nice going asshole. Good tips other than those.
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Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town (Traitor Tips)
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on: September 04, 2011, 07:28:38 PM
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Do not say "_______ is randomly shooting me." instead say "_________ is shooting me, kill _____ on sight."
Don't say "Kill on Sight", it makes you look bad. A great way to get someone to stand still is to say, "________ show me your pistol ammo"
This is a pretty terrible tactic. You won't find many people who are willing to show you their pistol ammo, and they don't have to comply. Never walk around holstered, you're displaying a sense of security and it makes you act more suspicious.
I disagree with this completely. If you're holstered, you have the opportunity to hug some people. They will feel violated but they won't consider you a traitor. Being holstered means nothing. Buy radar after your second credit is given.
This is subjective. Try to keep the innocents talking about a non-TTT subject.
Disagree on this. Although it's nice to get them to talk about Justin Bieber instead of who's traitor, they WILL be talking about Justin Bieber. Which is worse?
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Other / Trouble in Terrorist Town / Re: [QUESTION] How do I adjust traitor chances?
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on: July 07, 2011, 07:47:06 PM
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This sounds a good idea charles, do you have any idea what the coding would be for that?
No, because I don't know how you keep the information on donators. If you could post the code you used to specify colors for donators, it would be helpful EDIT: I ran a calculation, adding this for donators would change their chances from 20.833% to 25%, about a 4% increase.
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Other / Trouble in Terrorist Town / Re: [QUESTION] How do I adjust traitor chances?
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on: July 07, 2011, 06:35:14 PM
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Traitor selection is in the method SelectRoles in init.lua
It signs up non-spectator people to try out as traitor. This is part of the code (the important bit)
local pick = math.random(1, #choices) local pply = choices[pick] if IsValid(pply) and ((not table.HasValue(prev_roles[ROLE_TRAITOR], pply)) or (math.random(1, 3) == 2)) then pply:SetRole(ROLE_TRAITOR)
table.remove(choices, pick) ts = ts + 1 end end
This snippet picks a random player from the sign up array, checks if they are a valid player, and if they were traitor last round. If they were traitor last round, they have to get a lucky roll (what appears to be a 1/3 chance) in order to get traitor again. If they were not traitor, they are instantly selected as traitor.
It seems hard to add a 2% bonus or something of that kind to donators because selection is heavily dependent on how many people are signed up.
A simple way to give donators an easier chance of getting traitor is to exempt them from the 1/3 roll if they were traitor last round (so being a donator makes it easier to get traitor twice in a row)
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Other / Trouble in Terrorist Town / Re: Tranquilizer Traitor weapon
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on: May 27, 2011, 02:36:13 AM
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Are you willing to make a script for me then? We'll see if it brings problems in the future. We just badly need and want that Tranquilizer weapon. It'd be so much appreciated.
It's pretty much done, I'll see if it's working at the moment. EDIT: Might take longer than that, computer is under repairs
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