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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_crummycradle_b1
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on: April 09, 2011, 08:41:18 PM
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Yeah, I noticed that myself now actually. It seems to happen when you have to download the map off a server, and not when you already have it downloaded. That is why I never got the problem when playtesting this, because the ones I playtested with, I had already sent the map to.
I think I know what the problem is though, expect a fix soon. (ish)
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2
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Other / Trouble in Terrorist Town / Re: Mapping Q&A
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on: April 02, 2011, 10:13:23 PM
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Would it be possible to add a map settings entity configuration to disable the flashlight in a map? Or perhaps even a console variable for it.
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4
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Other / Trouble in Terrorist Town / Re: Mapping Q&A
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on: March 31, 2011, 10:17:31 PM
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Lower/increase the camera's FOV? point_camera seems to have a setting for that.
I did some investigating and noticed it's not the actual cameras that have problems but actually the screens in the maps. Edit: Simply making the X and Y values in the texture adjuster window smaller seems to have fixed it. I suppose using the "Fit" button no longer will do the trick.
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5
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Other / Trouble in Terrorist Town / Re: Mapping Q&A
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on: March 27, 2011, 12:08:43 AM
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Ever since Garry did that update that lets you see yourself in RT cameras, RT screens in the maps have been zoomed in too much to me. Does anyone else have this problem? Is there any way to fix it? Other than moving the RT camera far backward, which really isn't practical...
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7
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Other / Trouble in Terrorist Town / Re: Mapping Q&A
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on: March 01, 2011, 05:42:01 PM
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Could an entity be added, that adds a 2D icon with text on the HUD like the traitor button or the C4. It could, for example, show the traitors where not to walk on a mine field, or on ttt_losttemple it could show the safe pattern in the nail shooter trap, or on some map it could show the traitors where to go at a given time. For convenience, the max distance for the icon to be shown should be specify-able, so they don't clutter the screens when you're not even near it.
Hate to bump this, but I would still like it. I was thinking of using it to show the players where to go at a specific time.
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9
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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_crummycradle_a4
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on: January 17, 2011, 05:49:03 PM
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Does the latest version (a4) have any Random Entity Spawns? For servers that have custom content.
Both a3 and a4 have random weapon spawns. They are located in the red/white building in the cradle level, in the bathroom part of the bar and I think in the control room.
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13
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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_trappycottage_b2
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on: January 13, 2011, 09:09:34 PM
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I have an idea for the map. Two entrances into the underground. There will be the one inside the house currently (Ladder hidden underneath the Fireplace) and a hole BEHIND the house that should be covered with planks that are breakable. Here's the difference though, the hole in the backyard will have no ladder, one way street down, but big enough and deep enough to not cause fall damage, but also not let people be able to block the entrance. The ladder entrance shall be left the way it is, so that people can go back upstairs for that Gas Can or to kill AFK's / Campers. Also, before you do this, make sure to leave a way to open the Fire Place from UNDERNEATH, because if everyone goes in from the back end and no one opens it, how will people get back up?
This is actually a really good idea. Also, the fireplace opens automatically on round start - foolproof!
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14
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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_trappycottage_b2
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on: January 12, 2011, 11:16:34 PM
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You... didn't really listen to my suggestions.
The spawn is small, people spawn into eachother. Why not let us into the grass?
There cottage is bigger sure, but now there's only two ways in I suggest putting the windows back, putting in a second way underground, and maybe a back door?
Otherwise, its a decent map.
I suppose I should go have a look at it. I need to fix that chute anyway, which is too small. I get weird designing choices when I rush things I suppose. I'm glad you show interest in the map though.
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16
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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_yard_a2
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on: January 07, 2011, 02:36:40 PM
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You need to make the watchtower ladder a func_useableladder, since they're otherwise really hard to climb and you often fall down them.
Otherwise a pretty cool map, not that many weapons, but I really like the maze of shelves in the warehouse.
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17
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Other / Trouble in Terrorist Town / Re: Mapping Q&A
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on: January 07, 2011, 02:34:05 PM
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Is there way to trigger something with round start? (not the preparing, when the round actually starts). And is there way to shorter the preparing time?
The relevant outputs with the entity ttt_map_settings: RoundPreparation is the beginning of every round - when the preparation begins.RoundStart is when the round actually starts - after the preparation phase.And the preparation time can only be set by the servers, not by the maps. (the command is ttt_preptime_seconds). Hope this helped!
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Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_crummycradle_a4
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on: January 01, 2011, 09:55:29 PM
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On my server the map runs smoothly.
By the way, Fluffe, it seems that button 2 in the top office was the one i was referring to that had no function. I haven't been used the traitor traps, though, so I'm not sure if there's any differences there.
Oh yeah, that one. It was just a button I put there in case I wanted to add any more traps. As phoenix said, impenetrating entities.
You're gonna have to give me more than that. The full sentence would help me better, and I'm not getting the problem myself so I can't really help myself here so to speak.
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