Welcome, Guest. Please login or register.
Did you miss your activation email?
September 20, 2024, 02:49:46 AM
Home Help Login Register
News: Trouble in Terrorist Town? Site here, forum here.

  Show Posts
Pages: [1]
1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 16, 2009, 06:18:28 AM
You can also specify a player model to use. The FGD has been updated with this new entity and the weaponchecker example .vmf includes it (setting the playermodel to arctic).


Does that mean we might being seeing player models other then CS:S player models? Also could this allow player models to be different? Say random player models assigned to different players.
2  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 12, 2009, 01:55:39 PM
Well figured I would for once post an idea I had some where it might actually be considered. So I was thinking about how a few people thought it might be cool if TTT had local chat. But then I thought about how easy that would make it for the Traitors. BING! (that is the sound I hear when I get a good idea) what if all players had a handheld radio? The normal chat button would only broadcast locally, say a 25-50 ft radius. However when players pull out there radio and press the Primary fire they could broadcast there voice over one of several channels. Alt-Fire would switch between 10 channels. Global then 1-9. This could allow also for "squads" of innocents. Say you and someone else just got cleared by a Traitor Checker and you want to be able to communicate with just that person. Well just tell then to switch to channel 6 and chit chat away. Further more since all channels are unsecured this could lead to some sneaky strategies for the Traitors. Since most everyone already has there quick-switch bound to something, switching back to your weapon wouldn't be hard at all.
3  Other / Trouble in Terrorist Town / Re: The achievements Idea thread. on: November 12, 2009, 09:57:00 AM
Here's a few of the example idea's I posted over at the TDR thread:

Et, tu Brute?
Knife an innocent that you have been with-in a 20 ft radius for 5 minutes in the back.

Sweating bullets
Disarm a C4 with less then 3 seconds left.

I'm on fire!
Kill the Traitor that just lit you on fire with the Flare gun.

The Cleaner
Burn every Innocent corpse that you killed that round.

(One from ibor10)

The Master Detective
Kill at least one Traitor every round for 5 rounds while getting no Innocent kills.
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 08, 2009, 08:35:55 PM
Should just cost 1 credit, do the same damage as a normal scout but maybe have it have a smaller clip.
5  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 07, 2009, 08:08:35 AM
That makes more sense, but I still don't like it.
Mind explaining?
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: November 07, 2009, 02:59:38 AM
Oh God, no. Traitors shouldn't have to pump 30 shots into someone just because they killed a few traitors, just like an innocent shouldn't die from a pistol shot to the foot just because they suck at TTT.
Later on I mentioned that you can not gain resistance from traitor kills. You could only gain back what you lost from your innocent kills. The whole idea is that constant mistakes would leave you at a slight disadvantage. I also went on to state that if possible it could be implemented to track people's overall resistance percentage on that server. However the percentage drop would be very minute. Every innocent killed as an innocent would lower your resistance to damage by 0.001 and every traitor killed would gain back 0.001 percent. You could never go above the baseline resistance level. So the highest resistance you could have would be 0 and it would go down with every innocent killed. It would obviously be negated when your a traitor. The best part is that it is something that people can't check. I mean if someone runs around shooting people just to check if they are a traitor I am sure not alot of people would put up with it.
7  Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_TheThing_a5 on: October 02, 2009, 02:01:58 AM
Notary, I looked into the rope issue. It is caused by gmod's map cleanup routine, which is supposed to reset the map to its original state. However, it breaks ropes. I do not have access to the sourcecode of this function, it is most likely not in Lua but hardcoded in gmod. Additionally, ropes are a strange beast that I can't just manually respawn (the keyframe_rope entities don't even exist after the map loads).

So at this point, I do not believe I can fix the issue. Perhaps future versions of gmod will.
Why not make it a solid model?
8  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - Gmod-based serial killing on: September 24, 2009, 05:53:07 AM
Ok I have this weird issue with TTT. When I play I get these inverted green triangles above peoples heads. I can see them through walls but they disappear after about 20 ft. They don't distinguish between traitors or innocents. Here's some pics:







Apparently some people have these and some don't. What is going on?
Pages: [1]


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.012 seconds with 19 queries.