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1  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: February 18, 2010, 02:58:23 AM
Detective equipment: Manacles.

Can be applied to target players wrists or ankles.  This can only be applied when target player is holstered.  Using the manacles, the detective fires it upon the player in melee range with left or right click.  If he left clicks the wrists are manacled and he is stuck in a holstered state, if the legs are manacled he is stuck in a walking state.

Only a detective may undo manacles, or a player may search a detectives body to find a key.  Detectives keep an unlimited number of keys on their body.


Really stupid idea.
2  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: February 17, 2010, 01:06:57 AM
or because the Detective was an unnecessary addition that makes public games suck
3  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: February 16, 2010, 11:53:00 PM
I've noticed lately that TTT matches seem to revolve around everyone just humping the detective and the traitor never even gets a chance to do anything.
4  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: February 10, 2010, 04:27:04 AM
I noticed something with ambient_generic entities in Hammer, or just sounds in general: If you put the sound name in the sound field, it'll work fine in single player but not in multiplayer. However, if you put in the actual file path (listed below the sound name in the sound browser) it'll work in MP too. It's strange. I don't know if it's just TTT or just GMod or if it's the whole Source engine but I thought it might be good for people to know.
5  Other / Trouble in Terrorist Town / Disable Karma system? on: February 08, 2010, 05:42:35 AM
Is there a way for server operators to disable the karma system?
6  Other / Trouble in Terrorist Town / Re: Kill Notification Idea on: February 08, 2010, 01:38:16 AM
It'd make it too easy for ghosters.
7  Other / Trouble in Terrorist Town / Re: M16, Pistol, and MAC-10 ammo on: February 04, 2010, 04:45:02 AM
Guess how important proper bullet sizing is in TTT.

I'll give you a hint: It isn't.


Not a big deal, or something that really needs to be changed, but it's just been bothering me for a while, so I thought I'd post about it.


You really need to cool down and stop having ego fits every time someone has an opinion.
8  Other / Trouble in Terrorist Town / Re: M16, Pistol, and MAC-10 ammo on: February 04, 2010, 02:58:17 AM
I don't see why a modified (heavily) pistol couldn't fire 5.56 rounds.


There are a number of hand guns (each one looking more like a mini SMG than the last) specifically designed too, so it is not unheard of.


It's a different bullet, though. That's 5.7x25mm, which can fit in a pistol grip and is pretty underpowered (but penetrates well). The Five-Seven uses it, as well as the P90. The M16 fires 5.56x45mm, which is quite a bit too long to fit into a pistol grip, and I'm pretty sure there aren't any handguns chambered in it (except for single shot target guns)
9  Other / Trouble in Terrorist Town / M16, Pistol, and MAC-10 ammo on: February 04, 2010, 02:28:35 AM
As everyone knows, the M16 and Pistol use the same ammunition. This doesn't make much sense, as M16s don't fire pistol bullets and pistols don't fire M16 bullets. What would make a lot more sense is if the M16 used its own ammo, and the pistol and MAC-10 used the same ammo (since both fire pistol bullets).

Not a big deal, or something that really needs to be changed, but it's just been bothering me for a while, so I thought I'd post about it. Also, what is the damage of the M16 compared to the MAC-10? It should be a good deal more powerful.
10  Other / Trouble in Terrorist Town / Mac-10 ammo entity on: February 03, 2010, 07:28:13 AM
What's the Hammer entity called for Mac-10 ammo?
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