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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
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Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1698051 times)
Bad King Urgrain
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« Reply #220 on: September 20, 2009, 08:11:44 AM »

Allright, I'll finally try and fix the crowbar thing (has been around since the start). I may have to sacrifice the decals created on-hit though, because goddamn those are a nuisance to create manually (right now it fires a bullet to get around that).

How are you suppose to stop a door from being opened with a crowbar?  I'm working on a map and I'd prefer it if people couldn't just crowbar the elevator doors and get stuck under the elevator.

The easiest solution would be a playerclip that you disable when the elevator should be accessible. That's kind of ugly though. I could modify the crowbar to make it specify itself as the !activator and !inflictor. Would that make it possible to prevent it from working on specific things?
Ajunk
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ಠ_ಠ


« Reply #221 on: September 20, 2009, 08:14:18 AM »

I think diamondshoals would be a great TTT map if it had alternate paths, no death water, and overall a bit more openness, like maybe have a ramp going up to the one place at spawn.

How can we get ahold of skankdragon?
I mentioned this before. Just remove the start island and raft, connect the town market to the lighthouse using docks, remove all the one-ways and barricades, and scatter spawns. BAM, Serial Killer.

You're all the most fucking heartless people
Notary
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United forever for friendship and labour


« Reply #222 on: September 20, 2009, 10:23:53 AM »

How are you suppose to stop a door from being opened with a crowbar?  I'm working on a map and I'd prefer it if people couldn't just crowbar the elevator doors and get stuck under the elevator.


The easiest solution would be a playerclip that you disable when the elevator should be accessible. That's kind of ugly though. I could modify the crowbar to make it specify itself as the !activator and !inflictor. Would that make it possible to prevent it from working on specific things?


Solution:

1) Create a brush that is equal to the size of the door but is 1 unit more thick than the door.
2) Cover it with nodraw texture.
3) Make it func_button. Go to flags tab and check "don't move" and "starts locked".
4) Parent it to the door.

Now, instead of a door your crowbar hits an invisible button that is locked. As a mapper you now have a full control over your door.

That's how doors at tool shed and laboratory work in thething.
« Last Edit: September 20, 2009, 10:25:38 AM by Notary »

Made in the USSR

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Secone
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Welcome to the Church of Rock and Roll!


« Reply #223 on: September 20, 2009, 12:23:25 PM »

I mentioned this before. Just remove the start island and raft, connect the town market to the lighthouse using docks, remove all the one-ways and barricades, and scatter spawns. BAM, Serial Killer.


But now who will do it is the question

Worbat: When we're playing I love to hear him scream as I rape his ass 
9:19 PM - Nel: Why is my 16 year old son married to a 20 year old man
Citizen: I want to see Morpheus' big black penis damn it!
Citizen_001: I JUST WANT TO HIT A BABY
Bad King Urgrain
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« Reply #224 on: September 20, 2009, 06:24:41 PM »

New new new:
- Fixed magneto push having infinite range

- Fixed traitor circle showing up during prep when you were traitor earlier

- Disabled footstep sound while crouched

- Random identical player model for everyone, changes every round

- Crowbar damage and decal code has been rewritten, no more weird bullets flying through glass and stuff.

- Crowbar now has secondary push attack. Only fires once every 5 seconds. If the victim falls to his death within a few seconds the kill is attributed to the pusher. Technically allows you to frame people if you're quick as I explained earlier, but I've decided that's not a huge problem. This attack as a whole is experimental. The convar ttt_crowbar_player_pushforce allows servers to nerf it easily if it proves too powerful/abusable.


Trouble in Terrorist Town v200909


Stuff that didn't make it (yet):
- Can push heavy things using an object held by the magneto. Basically not fixable right now without large drawbacks. I'd recommend mappers to set large physprops they don't want moved to be motion disabled.

- Name does not show for players in vehicles. Gmod sandbox does not seem to deal with this at all so I can't borrow anything. Getting the nickname of a vehicle's driver on the client is also not trivial. Might revisit it later.
worbat
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« Reply #225 on: September 20, 2009, 06:58:21 PM »

Can you do the same for walk?
Remove the sound that is.

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Erscheinung
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« Reply #226 on: September 20, 2009, 07:15:04 PM »

Server updated, love the new duck feature. Can finally be silent.
OctaneHugo
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hey, prince, you need a shave


« Reply #227 on: September 20, 2009, 07:20:34 PM »

Awesome. TGB should win internets.

It's basically just like keeping your baby teeth when they fall out, except its a foot.
Ajunk
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ಠ_ಠ


« Reply #228 on: September 20, 2009, 07:23:58 PM »

Brilliant.

You're all the most fucking heartless people
eeny
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+1


« Reply #229 on: September 20, 2009, 07:32:32 PM »

Can you do the same for walk?
Remove the sound that is.


Wait you dont want footsteps for walking?

Doesn;t that defeat the purpose of crouching being stealth mode?

Nobody Expects the Malkavian Inquisition!
Bad King Urgrain
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« Reply #230 on: September 20, 2009, 07:36:32 PM »

He means the walk mode where you move slower by pressing ALT.

Can you do the same for walk?
Remove the sound that is.

Maybe. I've put it on the list at least.
eeny
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+1


« Reply #231 on: September 20, 2009, 07:37:17 PM »

Oh, durr.

My bad.

Nobody Expects the Malkavian Inquisition!
shutup9100
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In the name of The Empreror I would tap dat ass


« Reply #232 on: September 20, 2009, 08:56:45 PM »

Okay this is going to be an idiotic question but how do I install this mod for Gmod? Or does it qualify as a submod?

goatfetus
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« Reply #233 on: September 20, 2009, 08:57:43 PM »

Put in your gamemodes folder.

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Weighted Companion Cube
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« Reply #234 on: September 20, 2009, 08:58:40 PM »

Except the maps, download and put those in the maps folder ahead of time.

Good morning. Korea is the user. But I also want to know that this question oeuigeot is olryeobop.
I want to know, if I had issued snake god master's renewal, whether the people will use them?
shutup9100
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In the name of The Empreror I would tap dat ass


« Reply #235 on: September 20, 2009, 08:59:45 PM »

Thanks.

darkhazz
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I just look like i'm interested.


« Reply #236 on: September 20, 2009, 09:16:20 PM »

Specs can spray sprayimages.  :D (when just joined)
« Last Edit: September 20, 2009, 09:20:15 PM by darkhazz »
OctaneHugo
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hey, prince, you need a shave


« Reply #237 on: September 20, 2009, 09:35:51 PM »

Floating rag doll in the lab on Downtown that you can walk through and hit with things:



It's basically just like keeping your baby teeth when they fall out, except its a foot.
Bad King Urgrain
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« Reply #238 on: September 20, 2009, 09:46:23 PM »

That (map-placed) ragdoll worked fine in previous versions and to my knowledge I haven't done anything that could break it. Could just be a map/server glitch.

You can walk through all ragdolls by the way, so that's not too weird.
darkhazz
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Posts: 87


I just look like i'm interested.


« Reply #239 on: September 20, 2009, 10:04:19 PM »

The decals of the crowbar are kinda messed up, when hitting ceramic things. Looks like antlion blood or something.
« Last Edit: September 20, 2009, 10:28:55 PM by darkhazz »
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