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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: January 10, 2011, 07:06:39 AM
Hahahahah, that sounds like the best glitch!

What if you we're spectating a traitor, you'd be so annoyed if you were the traitor that gets killed because of it.
2  Other / Trouble in Terrorist Town / Re: Detective Upgrade Idea- Killswitch on: January 09, 2011, 05:55:59 AM
I lol'd when I read the above posts.

You might aswell just attach a c4 to everyone, and everyone dies on spawn?
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 09, 2011, 05:19:42 AM
On a sidenote, MindBlast in Australia have added a weapon that really adds to the gameplay!

A Predator Cloak - an almost fully invisible cloak that you can wear, but it takes up weapons slot 7.
Running around in the open with it gives you away, and if you don't have a disguiser on, people can see your details.

Epic Win!
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 01, 2011, 05:44:15 AM
What about invisibility?
Sort of like the spy in TF2:
- You have it only for a short while
- It would be like holstered, except your invisible
- A noise to notify people close that someone is using it
- It has a swap-over time before its ready to use and maybe a charge down time before you can change weapon

That way it wouldn't be over powered, and could be an effective hiding tool.
5  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 31, 2010, 07:43:53 AM
Just wondering BK...
do you have any plans for future weapons?
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 29, 2010, 02:27:06 PM
What do you mean by Global tags?
Is that the thing me and HayHay suggested - because the general consensus is that its a good idea ;D
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 28, 2010, 08:06:22 AM
The Nederlandse is in my top 3 favourite countries :D (One of my best friends is dutch).


I also had another idea for a constructive game element:

A traitor (accidently) does something obviously suspicious, and the detective sets him to 'Suspicious' -> which comes up on everyones 'TAB' menu
and a little note is put into the chatbox or Top-Right notices.

Could be a little helpful in packed servers, where every body is speaking at the same time.

Cheers Again,
Moosey
8  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 27, 2010, 02:17:23 PM
Cool, it's just on a few maps, so I figured people may have shown you.

But about the little indicators, just so spectators can spectate a 1 on 1, and know where the players are from eachother (lots of maps are highly confusing)...

as a side note this time...

where abouts are you from?
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 27, 2010, 09:00:48 AM
This is fairly difficult if you're new to gmod's Lua stuff, because you have to understand how hooks work etc. There's no easy function to call that just disables someone's mic.

This is the hook you'd have to use: Gamemode.PlayerCanHearPlayersVoice

You'd use it a little like this:
local function MuteDeviceHook(listener, speaker)
  -- don't affect spectators or traitors
  if speaker:IsTerror() and (not speaker:IsTraitor()) then
      -- check if a mute device has been planted, maybe check if the speaker is
      -- close enough, whatever you want...
      local mute = ShouldSpeakerBeMuted(speaker)

      -- return false to prevent the listener from hearing the speaker
      return (not mute)
  end

  -- do nothing for all other cases, so TTT can do its own thing for those
end
hook.Add("PlayerCanHearPlayersVoice", "MyMuteDeviceHook", MuteDeviceHook)

Of course you need to define "ShouldSpeakerBeMuted" there to check if a mute device has been planted, stuff like that. That's up you.


Cheers for the reply, I'll get to work on this.
As a second question, do you know how the disguiser that makes you appear as another player was coded? Just a general function or array that calls for players names.

And my mate had a suggestion for a feature in the mod:
A little icon above players heads
that can be seen through walls for spectators, that displays peoples locations?
10  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 26, 2010, 07:07:34 AM
Hey Bad King Urgrain,
Great job with TTT!
Been playing it all this year :D!

I was wondering if it would be possible to either mute All-Alive mic's, or have a sound spam that makes peoples mic's unlistenable.
I'm a programmer, but I've never programmed LUA until recently, and I want to try my luck at a weapon that Traitors can pull out, and plant - which lasts for 15 seconds that disables everyones mic.
This way a traitor would be able to kill a couple guys that have wondered off without the second one yelling out for help.
If you could give me any indication on how to set alive mic (not traitor mic)'s volume to '0' for a set time in LUA, that would be awesome!

(I actually read about a few people trying to do this but I didn't see the end result or progress)

Cheers,
Moosey
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