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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: June 22, 2011, 08:06:05 PM
Not sure if this is a problem specific to my server, but with the visualizer, if the killer, and person killed have a different model, both players are displayed as having the person killed's model.
2  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 13, 2011, 03:40:35 PM
Hmm, very odd. Thanks for checking it out though.

One of my hooks checks for if killer == victim, and then returns false... perhaps that could be the cause.
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 13, 2011, 01:49:52 PM
We've had this issue on our server for a while now, but I always assumed it was something custom we had installed, however, I've noticed it on other servers too...

When a player falls to their death, they aren't actually marked as dead. They can still talk to live players both through text, (although in chat they are marked as *DEAD*), and voice chat. Even once their body is confirmed as dead, they continue to be "alive". The only way I've found to fix this is to manually player:Kill() them, which then spawns a ragdoll on their spectator location, resulting in two of their bodies now on the map.
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: March 10, 2011, 10:49:45 PM
Just had a user report the following to me:


[terrortown\gamemode\cl_voice.lua:378] attempt to call method 'IsDetective' (a nil value)


Unfortunately he has no idea what was going on, but it only appeared once, during mid-round.
5  Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_infini_b1 on: February 10, 2011, 08:56:11 AM
Very nice. May I ask how many spawn points the map has?
6  Other / Trouble in Terrorist Town / Re: TTT Round End Hooks? on: February 01, 2011, 07:15:57 PM
Ah thanks, exactly what I was looking for. Guess I should have taken a look there before posting.

Thanks again.
7  Other / Trouble in Terrorist Town / TTT Round End Hooks? on: February 01, 2011, 06:31:15 PM
Hey there,

I'm trying to award players with some money after the round ends, if they're part of the winning team. I'm using the following, but for some reason, it isn't called:


hook.Add( "RoundEndWithResult", "GiveDollars4", function( result, resulttext )
if type( result ) == "number" then -- the result is a team ID
for k,v in pairs(team.GetPlayers(result)) do -- result should print team numnber,
if v:IsUserGroup("vip") then
v:ChangeDollars(20)
v:ChatPrint("You won, you have gained 20 dollars for winning.")
else
v:ChangeDollars(10])
v:ChatPrint("You won, you have ginned 10 dollars for winning.")
end
end
else -- the result is a player
if result:IsUserGroup("vip") then
result:ChangeDollars(20)
result:ChatPrint("You won, you have gained 20 dollars for winning.")
else
result:ChangeDollars(10)
result:ChatPrint("You won, you have gained 10 dollars for winning.")
end
end
end)


Does TTT use a different hook for round end?

The functions themselves do work, as when I call them outside of this hook, they work just fine.
8  Other / Trouble in Terrorist Town / Re: Perky's custom weapons and equipment. on: January 08, 2011, 09:04:17 PM
21:03:33 Lua Error: [@addons\ttt_perky_customweps\lua\entities\ttt_poison_box\shared.lua:85] bad argument #2 to 'min' (number expected, got nil)(Hook: KeyRelease)
21:03:35 Lua Error: [@addons\ttt_perky_customweps\lua\entities\ttt_poison_box\shared.lua:85] bad argument #2 to 'min' (number expected, got nil)(Hook: KeyRelease)
21:03:36 Lua Error: [@addons\ttt_perky_customweps\lua\entities\ttt_poison_box\shared.lua:85] bad argument #2 to 'min' (number expected, got nil)(Hook: KeyRelease)
21:03:37 Lua Error: [@addons\ttt_perky_customweps\lua\entities\ttt_poison_box\shared.lua:85] bad argument #2 to 'min' (number expected, got nil)(Hook: KeyRelease)
21:03:47 Lua Error: [@addons\ttt_perky_customweps\lua\entities\ttt_poison_box\shared.lua:85] bad argument #2 to 'min' (number expected, got nil)(Hook: KeyRelease)
9  Other / Trouble in Terrorist Town / Re: Perky's custom weapons and equipment. on: January 05, 2011, 06:35:59 PM
Sorry for double posting, but the edit function doesn't seem to work for me.

When running this with other fretta gamemodes, it doesn't seem to only load with TTT is active, so thus, lots of error spam in other gamemodes.

I added "AddCSLuaFile('client/ttt_perky_client.lua')" to the config lua file, since it didn't seem to be sent anywhere else. I also added a few materials to the autorun/server file, including the radio jammer icon, and footprints material.
10  Other / Trouble in Terrorist Town / Re: Perky's custom weapons and equipment. on: January 05, 2011, 05:46:11 PM
Very nice weapons. One bug I've encountered on my server:

Host_Error: CL_CopyExistingEntity: missing client entity 452.

Usually happens after using trip mine. Players get disconnected with an error similar to that.


With the poison dart, after firing it once, it appears as if it has no ammo. Perhaps put the two darts in separate clips, so the user has to reload between darts, thus, the bolt in the crowbar is always there.
11  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 02, 2011, 04:04:43 PM
I'll run the latest SVN build on my server tonight, and let you know if everything seems to be fixed.

Thanks.
12  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 01, 2011, 10:36:26 PM
In addition to my last post:

22:33:46 Lua Error: [gamemodes\terrortown\gamemode\lang_shd.lua:61] Error: Calling umsg.End without a valid RecipientFilter!?

Happened a second after:

22:33:45 Lua Error: [@gamemodes\terrortown\gamemode\player_ext.lua:240] Tried to use a NULL entity!(Hook: DoPlayerDeath)
13  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 01, 2011, 07:20:31 PM
Just noticed these two errors on my server:

19:17:57 Lua Error: [@gamemodes\terrortown\gamemode\player_ext.lua:240] Tried to use a NULL entity!(Hook: DoPlayerDeath)
19:17:57 Lua Error: [gamemodes\terrortown\gamemode\gamemsg.lua:49] Error: Calling umsg.End without a valid RecipientFilter!?

Running version that was shipped with gmod 111. This seems to happens when a player falls to his death.
14  Other / Trouble in Terrorist Town / Re: Players stuck on Sending Client Info on: January 01, 2011, 03:35:23 PM
I can also confirm this happening with some maps on my server, but I can also confirm that TTT is not the cause, as this occurs in various different fretta gamemodes, across various different maps for me. This did not happen before the recent source/gmod update, so I hope someone can shed some light on this situation.
15  Other / Trouble in Terrorist Town / Re: Odd prop collisions after TTT run in conjunction with other fretta gamemodes... on: December 08, 2010, 04:49:44 PM
Any news? Was anyone able to reproduce this?
16  Other / Trouble in Terrorist Town / Re: Odd prop collisions after TTT run in conjunction with other fretta gamemodes... on: December 05, 2010, 10:56:44 PM
That person is actually me. Shortly after posting this, I found out that it occurred in UCH too. TTT followed by another gamemode = prop collisions messed, and the same for UCH. Since we ran Dodgeball, TTT, then dodgeball to test this, I doubt that UCH could be the cause here. That said though, running dodgeball, UCH, then dodgeball causes the same effect as running TTT there.
17  Other / Trouble in Terrorist Town / Re: Odd prop collisions after TTT run in conjunction with other fretta gamemodes... on: December 05, 2010, 09:17:38 PM
Yes, Acension is one of the gamemodes that you can clearly notice this obscurity in, as the boxes will no longer collide with the platforms, and most of the world.
18  Other / Trouble in Terrorist Town / Re: Odd prop collisions after TTT run in conjunction with other fretta gamemodes... on: December 05, 2010, 08:39:49 PM
I do not. I only have Sourcemod + Metamod, and then the gamemodes.

My gamemode list:

910
ascension
bombtag
claustrophobia
crash_n_smash
ctf
deathrun
dogfightarcade
Firefight
FortwarsX
freezetag
garryware
koth
lasertag
melonracer
OneInTheChamber
plane_crazy
prop_hunt
Psychokinesis
sandbox
sniperwars
Snowball
stalker
suicidebarrels
terminal_velocity
TremblingTiles
uhns
ultimatechimerahunt
ultimatedodgeball
zombieonslaught

+ TTT, although I disabled that right now.
19  Other / Trouble in Terrorist Town / Re: Odd prop collisions after TTT run in conjunction with other fretta gamemodes... on: December 05, 2010, 03:35:44 PM
Thanks very much for your reply.

I just found it odd as this error isn't occurring after running any other gamemode, so I naturally assumed it was something to do with TTT.
I have no addons installed, except metamod + sourcemod, so I don't think the problems lies there.

I guess I'll look further into the configuration of my server and see if I can come up with something.
20  Other / Trouble in Terrorist Town / Odd prop collisions after TTT run in conjunction with other fretta gamemodes... on: December 05, 2010, 03:29:50 AM
On my server, we run several fretta gamemodes, but every time after running TTT, prop collisions in any post gamemodes are messed up; they no longer collide with players at all, and most of them don't collide with the world.

This strange occurence is only happening with TTT, and was wondering if anyone had any suggestions, or an explanation?

My TTT cvars are currently:


ttt_postround_dm 1
ttt_no_nade_throw_during_prep 1
ttt_namechange_bantime 1
ttt_lastwords_chatprint 1
ttt_always_use_mapcycle 1
ttt_time_limit_minutes 45
ttt_karma_low_ban 0
ttt_karma_low_autokick 1
ttt_karma_low_amount 600
ttt_log_damage_for_console 1
ttt_ban_type "sm"


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