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Other / Trouble in Terrorist Town / Re: [map] ttt_cyberia
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on: February 24, 2012, 01:23:17 AM
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the only additions I'm considering to add are, two other hallways with elevators near the "dj booth" as im calling it, so someone can get up there faster, as if you jump down right now its kind of a long walk to get back up
or maybe just a ladder, I dunno
No chance of a traitor tester or traitor room for example? I'm sure it would make the regulars love the map as it makes things more interesting for them.
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Other / Trouble in Terrorist Town / Re: Death Screams and Player Models
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on: February 23, 2012, 11:49:03 PM
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The hat idea has been investigated, but will sadly not work as any hats used will need to have a bone, and there's very little interesting hats that have one. I'm going to go with the player model idea, but make sure everyone is informed of the change, with an option to opt out if you so wish.
In addition, your scenario makes very little sense; because someone has a 'purple skin', they're going to get rdmed? No. It's not as if there's a traitor weapon that changes your player model hue, there would be little point in it. And if you're implying I'm going to be using crazy player models like Barney the Dinosaur, you'd be wrong, it'd be more like restricting the default player models selected, and then assigning them to a group.
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Other / Trouble in Terrorist Town / Re: Death Screams and Player Models
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on: February 21, 2012, 04:48:23 PM
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Hats are not subtle. Infact I would notice a hat more. Also if ply:IsUserGroup( "" ) then -- If player is of usergroup x
A player model is absolutely completely different, a hat is just a small addition to the users head - it's quite clear that the hat would be less noticeable compared to the different player model.
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Other / Trouble in Terrorist Town / Re: Death Screams and Player Models
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on: February 21, 2012, 04:22:29 PM
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Aha, I understand - thank you very much!
I realise I am being a huge inconvenience right now, but I'm not sure if I want to go ahead with the player model idea anymore. As someone else has pointed out to me, if someone sees someone of x player model kill someone through say a grate (like in Lost Temple), it's going to narrow down the list of killers by an incredible amount.
However, if it was something more subtle like a hat, I think it may work. Problem is, now I need the code to add a hat based on whether someone IsAdmin or if they're in clanmembers. Again, if you could help me out on this I'd really appreciate it.
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Other / Trouble in Terrorist Town / Death Screams and Player Models
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on: February 21, 2012, 02:48:07 PM
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Hello,
I'm currently the main 'coder' for a Trouble in Terrorist Town server, and while my lua skills are lacking, I would still like to do what I can for the server. I'm not an idiot, although I'm not fluent in lua I can still deduce things fairly easily, however I need a bit of help with a few things:
1. How do you setup custom player models? I wouldn't mind a system where I'm able to enter a list of names and those people would have a different player model. Barney for admins, Alyx for clan members and the default model for everyone else for example. I've seen quite a few other servers have this feature so I'm (wrongly?) assuming this is a fairly easy thing to do?
2. How do you setup custom death screams (that play when someone has just died). We have a few inside jokes that would actually make for excellent death screams, but I don't know how to set it up.
I'd really appreciate your help on this, thanks.
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Other / Trouble in Terrorist Town / Re: TTT Community Weapons
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on: February 20, 2012, 01:15:46 PM
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I like the riot shield, added it to my server for detectives. I had to make an icon for it though - and change the holdtype to slam and move it clsoer to the person a little so it didn't look like crap.
Thanks Soviet. I might release a few of my TTT sweps too.
Would you be able to release your modified version of the riot shield with the fixes please? It's something I'd love to be able to do myself, but unfortunatly I don't feel I have the ability to do it, especially regarding the position of it (moving it closer to the person)
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